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0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_begin_code.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: BeginCode */
/**
* SDL_begin_code.h sets things up for C dynamic library function definitions,
* static inlined functions, and structures aligned at 4-byte alignment.
* If you don't like ugly C preprocessor code, don't look at this file. :)
*/
/* This shouldn't be nested -- included it around code only. */
#ifdef SDL_begin_code_h
#error Nested inclusion of SDL_begin_code.h
#endif
#define SDL_begin_code_h
#ifndef SDL_DEPRECATED
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
# define SDL_DEPRECATED __attribute__((deprecated))
# elif defined(_MSC_VER)
# define SDL_DEPRECATED __declspec(deprecated)
# else
# define SDL_DEPRECATED
# endif
#endif
#ifndef SDL_UNUSED
# ifdef __GNUC__
# define SDL_UNUSED __attribute__((unused))
# else
# define SDL_UNUSED
# endif
#endif
/* Some compilers use a special export keyword */
#ifndef SDL_DECLSPEC
# if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINRT) || defined(SDL_PLATFORM_CYGWIN) || defined(SDL_PLATFORM_GDK)
# ifdef DLL_EXPORT
# define SDL_DECLSPEC __declspec(dllexport)
# else
# define SDL_DECLSPEC
# endif
# else
# if defined(__GNUC__) && __GNUC__ >= 4
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
# else
# define SDL_DECLSPEC
# endif
# endif
#endif
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if (defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINRT) || defined(SDL_PLATFORM_GDK)) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL
#endif
#endif /* SDLCALL */
/* Force structure packing at 4 byte alignment.
This is necessary if the header is included in code which has structure
packing set to an alternate value, say for loading structures from disk.
The packing is reset to the previous value in SDL_close_code.h
*/
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
#ifdef _MSC_VER
#pragma warning(disable: 4103)
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wpragma-pack"
#endif
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#ifdef _WIN64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
#pragma pack(push,4)
#endif
#endif /* Compiler needs structure packing set */
#ifndef SDL_INLINE
#ifdef __GNUC__
#define SDL_INLINE __inline__
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
defined(__DMC__) || defined(__SC__) || \
defined(__WATCOMC__) || defined(__LCC__) || \
defined(__DECC) || defined(__CC_ARM)
#define SDL_INLINE __inline
#ifndef __inline__
#define __inline__ __inline
#endif
#else
#define SDL_INLINE inline
#ifndef __inline__
#define __inline__ inline
#endif
#endif
#endif /* SDL_INLINE not defined */
#ifndef SDL_FORCE_INLINE
#ifdef _MSC_VER
#define SDL_FORCE_INLINE __forceinline
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
#else
#define SDL_FORCE_INLINE static SDL_INLINE
#endif
#endif /* SDL_FORCE_INLINE not defined */
#ifndef SDL_NORETURN
#ifdef __GNUC__
#define SDL_NORETURN __attribute__((noreturn))
#elif defined(_MSC_VER)
#define SDL_NORETURN __declspec(noreturn)
#else
#define SDL_NORETURN
#endif
#endif /* SDL_NORETURN not defined */
#ifdef __clang__
#if __has_feature(attribute_analyzer_noreturn)
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
#endif
#endif
#ifndef SDL_ANALYZER_NORETURN
#define SDL_ANALYZER_NORETURN
#endif
/* Apparently this is needed by several Windows compilers */
#ifndef __MACH__
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif /* NULL */
#endif /* ! macOS - breaks precompiled headers */
#ifndef SDL_FALLTHROUGH
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
#define SDL_FALLTHROUGH [[fallthrough]]
#else
#ifdef __has_attribute
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
#else
#define SDL_HAS_FALLTHROUGH 0
#endif /* __has_attribute */
#if SDL_HAS_FALLTHROUGH && \
((defined(__GNUC__) && __GNUC__ >= 7) || \
(defined(__clang_major__) && __clang_major__ >= 10))
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
#else
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
#endif /* SDL_HAS_FALLTHROUGH */
#undef SDL_HAS_FALLTHROUGH
#endif /* C++17 or C2x */
#endif /* SDL_FALLTHROUGH not defined */
#ifndef SDL_NODISCARD
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
#define SDL_NODISCARD [[nodiscard]]
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_NODISCARD __attribute__((warn_unused_result))
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
#define SDL_NODISCARD _Check_return_
#else
#define SDL_NODISCARD
#endif /* C++17 or C23 */
#endif /* SDL_NODISCARD not defined */
#ifndef SDL_MALLOC
#if defined(__GNUC__) && (__GNUC__ >= 3)
#define SDL_MALLOC __attribute__((malloc))
/** FIXME
#elif defined(_MSC_VER)
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
**/
#else
#define SDL_MALLOC
#endif
#endif /* SDL_MALLOC not defined */
#ifndef SDL_ALLOC_SIZE
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE(p)
#else
#define SDL_ALLOC_SIZE(p)
#endif
#endif /* SDL_ALLOC_SIZE not defined */
#ifndef SDL_ALLOC_SIZE2
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE2(p1, p2)
#else
#define SDL_ALLOC_SIZE2(p1, p2)
#endif
#endif /* SDL_ALLOC_SIZE2 not defined */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_blendmode.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryBlendmode
*
* Blend modes decide how two colors will mix together. There are both
* standard modes for basic needs and a means to create custom modes,
* dictating what sort of math to do what on what color components.
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A set of blend modes used in drawing operations.
*
* Note that additional values may be obtained from
* SDL_ComposeCustomBlendMode.
*
* \since This datatype is available since SDL 3.0.0.
*
* \sa SDL_ComposeCustomBlendMode
*/
typedef Uint32 SDL_BlendMode;
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending
dstRGBA = srcRGBA */
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = dstA */
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
/**
* The blend operation used when combining source and destination pixel
* components.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_BlendOperation
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
* The normalized factor used to multiply pixel components.
*
* The blend factors are multiplied with the pixels from a drawing operation
* (src) and the pixels from the render target (dst) before the blend
* operation. The comma-separated factors listed above are always applied in
* the component order red, green, blue, and alpha.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_BlendFactor
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
} SDL_BlendFactor;
/**
* Compose a custom blend mode for renderers.
*
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* the SDL_BlendMode returned by this function if the renderer supports it.
*
* A blend mode controls how the pixels from a drawing operation (source) get
* combined with the pixels from the render target (destination). First, the
* components of the source and destination pixels get multiplied with their
* blend factors. Then, the blend operation takes the two products and
* calculates the result that will get stored in the render target.
*
* Expressed in pseudocode, it would look like this:
*
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer.
* All renderers support the four blend modes listed in the SDL_BlendMode
* enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels.
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels.
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels.
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels.
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels.
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels.
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_blendmode_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_log.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryLog
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_SetLogPriorities(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
*
* - Windows: debug output stream
* - Android: log output
* - Others: standard error output (stderr)
*/
#ifndef SDL_log_h_
#define SDL_log_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The predefined log categories
*
* By default the application category is enabled at the INFO level, the
* assert category is enabled at the WARN level, test is enabled at the
* VERBOSE level and all other categories are enabled at the ERROR level.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_LogCategory
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
} SDL_LogCategory;
/**
* The predefined log priorities
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_LogPriority
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* Set the priority of all log categories.
*
* \param priority the SDL_LogPriority to assign.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ResetLogPriorities
* \sa SDL_SetLogPriority
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriorities(SDL_LogPriority priority);
/**
* Set the priority of a particular log category.
*
* \param category the category to assign a priority to.
* \param priority the SDL_LogPriority to assign.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetLogPriority
* \sa SDL_ResetLogPriorities
* \sa SDL_SetLogPriorities
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriority(int category,
SDL_LogPriority priority);
/**
* Get the priority of a particular log category.
*
* \param category the category to query.
* \returns the SDL_LogPriority for the requested category.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetLogPriority
*/
extern SDL_DECLSPEC SDL_LogPriority SDLCALL SDL_GetLogPriority(int category);
/**
* Reset all priorities to default.
*
* This is called by SDL_Quit().
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetLogPriorities
* \sa SDL_SetLogPriority
*/
extern SDL_DECLSPEC void SDLCALL SDL_ResetLogPriorities(void);
/**
* Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
*
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Log a message with SDL_LOG_PRIORITY_VERBOSE.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_DEBUG.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_INFO.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_WARN.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_ERROR.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_CRITICAL.
*
* \param category the category of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message.
* \param priority the priority of the message.
* \param fmt a printf() style message format string.
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message.
* \param priority the priority of the message.
* \param fmt a printf() style message format string.
* \param ap a variable argument list.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern SDL_DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3);
/**
* The prototype for the log output callback function.
*
* This function is called by SDL when there is new text to be logged.
*
* \param userdata what was passed as `userdata` to
* SDL_SetLogOutputFunction().
* \param category the category of the message.
* \param priority the priority of the message.
* \param message the message being output.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* Get the current log output function.
*
* \param callback an SDL_LogOutputFunction filled in with the current log
* callback.
* \param userdata a pointer filled in with the pointer that is passed to
* `callback`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetLogOutputFunction
*/
extern SDL_DECLSPEC void SDLCALL SDL_GetLogOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* Replace the default log output function with one of your own.
*
* \param callback an SDL_LogOutputFunction to call instead of the default.
* \param userdata a pointer that is passed to `callback`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetLogOutputFunction
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetLogOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_log_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/khrplatform.h | #ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_test_log.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_log.h
*
* Logging related functions of SDL test framework.
*
* This code is a part of the SDL test library, not the main SDL library.
*/
/*
*
* Wrapper to log in the TEST category
*
*/
#ifndef SDL_test_log_h_
#define SDL_test_log_h_
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Prints given message with a timestamp in the TEST category and INFO priority.
*
* \param fmt Message to be logged
*/
void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Prints given message with a timestamp in the TEST category and the ERROR priority.
*
* \param fmt Message to be logged
*/
void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_test_log_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_loadso.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: SharedObject */
/**
* # CategorySharedObject
*
* System-dependent library loading routines.
*
* Some things to keep in mind:
*
* - These functions only work on C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
* - Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* - Avoid namespace collisions. If you load a symbol from the library, it is
* not defined whether or not it goes into the global symbol namespace for
* the application. If it does and it conflicts with symbols in your code or
* other shared libraries, you will not get the results you expect. :)
*/
#ifndef SDL_loadso_h_
#define SDL_loadso_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Dynamically load a shared object.
*
* \param sofile a system-dependent name of the object file.
* \returns an opaque pointer to the object handle or NULL if there was an
* error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LoadFunction
* \sa SDL_UnloadObject
*/
extern SDL_DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
* Look up the address of the named function in a shared object.
*
* This function pointer is no longer valid after calling SDL_UnloadObject().
*
* This function can only look up C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
*
* Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
*
* If the requested function doesn't exist, NULL is returned.
*
* \param handle a valid shared object handle returned by SDL_LoadObject().
* \param name the name of the function to look up.
* \returns a pointer to the function or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LoadObject
*/
extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(void *handle, const char *name);
/**
* Unload a shared object from memory.
*
* \param handle a valid shared object handle returned by SDL_LoadObject().
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LoadObject
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_loadso_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_test_harness.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_harness.h
*
* Test suite related functions of SDL test framework.
*
* This code is a part of the SDL test library, not the main SDL library.
*/
/*
Defines types for test case definitions and the test execution harness API.
Based on original GSOC code by Markus Kauppila <[email protected]>
*/
#ifndef SDL_test_h_arness_h
#define SDL_test_h_arness_h
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* ! Definitions for test case structures */
#define TEST_ENABLED 1
#define TEST_DISABLED 0
/* ! Definition of all the possible test return values of the test case method */
#define TEST_ABORTED -1
#define TEST_STARTED 0
#define TEST_COMPLETED 1
#define TEST_SKIPPED 2
/* ! Definition of all the possible test results for the harness */
#define TEST_RESULT_PASSED 0
#define TEST_RESULT_FAILED 1
#define TEST_RESULT_NO_ASSERT 2
#define TEST_RESULT_SKIPPED 3
#define TEST_RESULT_SETUP_FAILURE 4
/* !< Function pointer to a test case setup function (run before every test) */
typedef void (*SDLTest_TestCaseSetUpFp)(void *arg);
/* !< Function pointer to a test case function */
typedef int (*SDLTest_TestCaseFp)(void *arg);
/* !< Function pointer to a test case teardown function (run after every test) */
typedef void (*SDLTest_TestCaseTearDownFp)(void *arg);
/*
* Holds information about a single test case.
*/
typedef struct SDLTest_TestCaseReference {
/* !< Func2Stress */
SDLTest_TestCaseFp testCase;
/* !< Short name (or function name) "Func2Stress" */
const char *name;
/* !< Long name or full description "This test pushes func2() to the limit." */
const char *description;
/* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */
int enabled;
} SDLTest_TestCaseReference;
/*
* Holds information about a test suite (multiple test cases).
*/
typedef struct SDLTest_TestSuiteReference {
/* !< "PlatformSuite" */
const char *name;
/* !< The function that is run before each test. NULL skips. */
SDLTest_TestCaseSetUpFp testSetUp;
/* !< The test cases that are run as part of the suite. Last item should be NULL. */
const SDLTest_TestCaseReference **testCases;
/* !< The function that is run after each test. NULL skips. */
SDLTest_TestCaseTearDownFp testTearDown;
} SDLTest_TestSuiteReference;
/*
* Generates a random run seed string for the harness. The generated seed will contain alphanumeric characters (0-9A-Z).
*
* Note: The returned string needs to be deallocated by the caller.
*
* \param length The length of the seed string to generate
*
* \returns the generated seed string
*/
char *SDLTest_GenerateRunSeed(const int length);
/*
* Execute a test suite using the given run seed and execution key.
*
* \param testSuites Suites containing the test case.
* \param userRunSeed Custom run seed provided by user, or NULL to autogenerate one.
* \param userExecKey Custom execution key provided by user, or 0 to autogenerate one.
* \param filter Filter specification. NULL disables. Case sensitive.
* \param testIterations Number of iterations to run each test case.
*
* \returns the test run result: 0 when all tests passed, 1 if any tests failed.
*/
int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_test_h_arness_h */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_joystick.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryJoystick
*
* SDL joystick support.
*
* This is the lower-level joystick handling. If you want the simpler option,
* where what buttons does what is well-defined, you should use the gamepad
* API instead.
*
* The term "instance_id" is the current instantiation of a joystick device in
* the system, if the joystick is removed and then re-inserted then it will
* get a new instance_id, instance_id's are monotonically increasing
* identifiers of a joystick plugged in.
*
* The term "player_index" is the number assigned to a player on a specific
* controller. For XInput controllers this returns the XInput user index. Many
* joysticks will not be able to supply this information.
*
* The term SDL_JoystickGUID is a stable 128-bit identifier for a joystick
* device that does not change over time, it identifies class of the device (a
* X360 wired controller for example). This identifier is platform dependent.
*
* In order to use these functions, SDL_Init() must have been called with the
* SDL_INIT_JOYSTICK flag. This causes SDL to scan the system for joysticks,
* and load appropriate drivers.
*
* If you would like to receive joystick updates while the application is in
* the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
#ifndef SDL_joystick_h_
#define SDL_joystick_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_guid.h>
#include <SDL3/SDL_mutex.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifdef SDL_THREAD_SAFETY_ANALYSIS
/*
* This is not an exported symbol from SDL, this is only in the headers to
* help Clang's thread safety analysis tools to function. Do not attempt
* to access this symbol from your app, it will not work!
*/
extern SDL_Mutex *SDL_joystick_lock;
#endif
/**
* The joystick structure used to identify an SDL joystick.
*
* This is opaque data.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_Joystick SDL_Joystick;
/**
* A structure that encodes the stable unique id for a joystick device.
*
* This is just a standard SDL_GUID by a different name.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef SDL_GUID SDL_JoystickGUID;
/**
* This is a unique ID for a joystick for the time it is connected to the
* system, and is never reused for the lifetime of the application.
*
* If the joystick is disconnected and reconnected, it will get a new ID.
*
* The ID value starts at 1 and increments from there. The value 0 is an
* invalid ID.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef Uint32 SDL_JoystickID;
/**
* An enum of some common joystick types.
*
* In some cases, SDL can identify a low-level joystick as being a certain
* type of device, and will report it through SDL_GetJoystickType (or
* SDL_GetJoystickInstanceType).
*
* This is by no means a complete list of everything that can be plugged into
* a computer.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_JoystickType
{
SDL_JOYSTICK_TYPE_UNKNOWN,
SDL_JOYSTICK_TYPE_GAMEPAD,
SDL_JOYSTICK_TYPE_WHEEL,
SDL_JOYSTICK_TYPE_ARCADE_STICK,
SDL_JOYSTICK_TYPE_FLIGHT_STICK,
SDL_JOYSTICK_TYPE_DANCE_PAD,
SDL_JOYSTICK_TYPE_GUITAR,
SDL_JOYSTICK_TYPE_DRUM_KIT,
SDL_JOYSTICK_TYPE_ARCADE_PAD,
SDL_JOYSTICK_TYPE_THROTTLE
} SDL_JoystickType;
/**
* Possible connection states for a joystick device.
*
* This is used by SDL_GetJoystickConnectionState to report how a device is
* connected to the system.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_JoystickConnectionState
{
SDL_JOYSTICK_CONNECTION_INVALID = -1,
SDL_JOYSTICK_CONNECTION_UNKNOWN,
SDL_JOYSTICK_CONNECTION_WIRED,
SDL_JOYSTICK_CONNECTION_WIRELESS
} SDL_JoystickConnectionState;
/**
* The largest value an SDL_Joystick's axis can report.
*
* \since This macro is available since SDL 3.0.0.
*
* \sa SDL_JOYSTICK_AXIS_MIN
*/
#define SDL_JOYSTICK_AXIS_MAX 32767
/**
* The smallest value an SDL_Joystick's axis can report.
*
* This is a negative number!
*
* \since This macro is available since SDL 3.0.0.
*
* \sa SDL_JOYSTICK_AXIS_MAX
*/
#define SDL_JOYSTICK_AXIS_MIN -32768
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
/* Function prototypes */
/**
* Locking for atomic access to the joystick API.
*
* The SDL joystick functions are thread-safe, however you can lock the
* joysticks while processing to guarantee that the joystick list won't change
* and joystick and gamepad events will not be delivered.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock);
/**
* Unlocking for atomic access to the joystick API.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock);
/**
* Return whether a joystick is currently connected.
*
* \returns SDL_TRUE if a joystick is connected, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasJoystick(void);
/**
* Get a list of currently connected joysticks.
*
* \param count a pointer filled in with the number of joysticks returned.
* \returns a 0 terminated array of joystick instance IDs which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HasJoystick
* \sa SDL_OpenJoystick
*/
extern SDL_DECLSPEC SDL_JoystickID *SDLCALL SDL_GetJoysticks(int *count);
/**
* Get the implementation dependent name of a joystick.
*
* This can be called before any joysticks are opened.
*
* The returned string follows the SDL_GetStringRule.
*
* \param instance_id the joystick instance ID.
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickName
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickInstanceName(SDL_JoystickID instance_id);
/**
* Get the implementation dependent path of a joystick.
*
* This can be called before any joysticks are opened.
*
* The returned string follows the SDL_GetStringRule.
*
* \param instance_id the joystick instance ID.
* \returns the path of the selected joystick. If no path can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickPath
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickInstancePath(SDL_JoystickID instance_id);
/**
* Get the player index of a joystick.
*
* This can be called before any joysticks are opened.
*
* \param instance_id the joystick instance ID.
* \returns the player index of a joystick, or -1 if it's not available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickPlayerIndex
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickInstancePlayerIndex(SDL_JoystickID instance_id);
/**
* Get the implementation-dependent GUID of a joystick.
*
* This can be called before any joysticks are opened.
*
* \param instance_id the joystick instance ID.
* \returns the GUID of the selected joystick. If called with an invalid
* instance_id, this function returns a zero GUID.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickGUID
* \sa SDL_GetJoystickGUIDString
*/
extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickInstanceGUID(SDL_JoystickID instance_id);
/**
* Get the USB vendor ID of a joystick, if available.
*
* This can be called before any joysticks are opened. If the vendor ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID.
* \returns the USB vendor ID of the selected joystick. If called with an
* invalid instance_id, this function returns 0.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickVendor
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceVendor(SDL_JoystickID instance_id);
/**
* Get the USB product ID of a joystick, if available.
*
* This can be called before any joysticks are opened. If the product ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID.
* \returns the USB product ID of the selected joystick. If called with an
* invalid instance_id, this function returns 0.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickProduct
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProduct(SDL_JoystickID instance_id);
/**
* Get the product version of a joystick, if available.
*
* This can be called before any joysticks are opened. If the product version
* isn't available this function returns 0.
*
* \param instance_id the joystick instance ID.
* \returns the product version of the selected joystick. If called with an
* invalid instance_id, this function returns 0.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickProductVersion
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProductVersion(SDL_JoystickID instance_id);
/**
* Get the type of a joystick, if available.
*
* This can be called before any joysticks are opened.
*
* \param instance_id the joystick instance ID.
* \returns the SDL_JoystickType of the selected joystick. If called with an
* invalid instance_id, this function returns
* `SDL_JOYSTICK_TYPE_UNKNOWN`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickType
* \sa SDL_GetJoysticks
*/
extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickInstanceType(SDL_JoystickID instance_id);
/**
* Open a joystick for use.
*
* The joystick subsystem must be initialized before a joystick can be opened
* for use.
*
* \param instance_id the joystick instance ID.
* \returns a joystick identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CloseJoystick
*/
extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_OpenJoystick(SDL_JoystickID instance_id);
/**
* Get the SDL_Joystick associated with an instance ID, if it has been opened.
*
* \param instance_id the instance ID to get the SDL_Joystick for.
* \returns an SDL_Joystick on success or NULL on failure or if it hasn't been
* opened yet; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetJoystickFromInstanceID(SDL_JoystickID instance_id);
/**
* Get the SDL_Joystick associated with a player index.
*
* \param player_index the player index to get the SDL_Joystick for.
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickPlayerIndex
* \sa SDL_SetJoystickPlayerIndex
*/
extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetJoystickFromPlayerIndex(int player_index);
/**
* The structure that describes a virtual joystick touchpad.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_VirtualJoystickDesc
*/
typedef struct SDL_VirtualJoystickTouchpadDesc
{
Uint16 nfingers; /**< the number of simultaneous fingers on this touchpad */
Uint16 padding[3];
} SDL_VirtualJoystickTouchpadDesc;
/**
* The structure that describes a virtual joystick sensor.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_VirtualJoystickDesc
*/
typedef struct SDL_VirtualJoystickSensorDesc
{
SDL_SensorType type; /**< the type of this sensor */
float rate; /**< the update frequency of this sensor, may be 0.0f */
} SDL_VirtualJoystickSensorDesc;
/**
* The structure that describes a virtual joystick.
*
* All elements of this structure are optional and can be left 0.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_AttachVirtualJoystick
* \sa SDL_VirtualJoystickSensorDesc
* \sa SDL_VirtualJoystickTouchpadDesc
*/
typedef struct SDL_VirtualJoystickDesc
{
Uint16 type; /**< `SDL_JoystickType` */
Uint16 padding; /**< unused */
Uint16 vendor_id; /**< the USB vendor ID of this joystick */
Uint16 product_id; /**< the USB product ID of this joystick */
Uint16 naxes; /**< the number of axes on this joystick */
Uint16 nbuttons; /**< the number of buttons on this joystick */
Uint16 nballs; /**< the number of balls on this joystick */
Uint16 nhats; /**< the number of hats on this joystick */
Uint16 ntouchpads; /**< the number of touchpads on this joystick, requires `touchpads` to point at valid descriptions */
Uint16 nsensors; /**< the number of sensors on this joystick, requires `sensors` to point at valid descriptions */
Uint16 padding2[2]; /**< unused */
Uint32 button_mask; /**< A mask of which buttons are valid for this controller
e.g. (1 << SDL_GAMEPAD_BUTTON_SOUTH) */
Uint32 axis_mask; /**< A mask of which axes are valid for this controller
e.g. (1 << SDL_GAMEPAD_AXIS_LEFTX) */
const char *name; /**< the name of the joystick */
const SDL_VirtualJoystickTouchpadDesc *touchpads; /**< A pointer to an array of touchpad descriptions, required if `ntouchpads` is > 0 */
const SDL_VirtualJoystickSensorDesc *sensors; /**< A pointer to an array of sensor descriptions, required if `nsensors` is > 0 */
void *userdata; /**< User data pointer passed to callbacks */
void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */
void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */
int (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_RumbleJoystick() */
int (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_RumbleJoystickTriggers() */
int (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_SetJoystickLED() */
int (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_SendJoystickEffect() */
int (SDLCALL *SetSensorsEnabled)(void *userdata, SDL_bool enabled); /**< Implements SDL_SetGamepadSensorEnabled() */
} SDL_VirtualJoystickDesc;
/**
* Attach a new virtual joystick.
*
* \param desc joystick description.
* \returns the joystick instance ID, or 0 if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DetachVirtualJoystick
*/
extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystick(const SDL_VirtualJoystickDesc *desc);
/**
* Detach a virtual joystick.
*
* \param instance_id the joystick instance ID, previously returned from
* SDL_AttachVirtualJoystick().
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AttachVirtualJoystick
*/
extern SDL_DECLSPEC int SDLCALL SDL_DetachVirtualJoystick(SDL_JoystickID instance_id);
/**
* Query whether or not a joystick is virtual.
*
* \param instance_id the joystick instance ID.
* \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsJoystickVirtual(SDL_JoystickID instance_id);
/**
* Set the state of an axis on an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* Note that when sending trigger axes, you should scale the value to the full
* range of Sint16. For example, a trigger at rest would have the value of
* `SDL_JOYSTICK_AXIS_MIN`.
*
* \param joystick the virtual joystick on which to set state.
* \param axis the index of the axis on the virtual joystick to update.
* \param value the new value for the specified axis.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
/**
* Generate ball motion on an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param ball the index of the ball on the virtual joystick to update.
* \param xrel the relative motion on the X axis.
* \param yrel the relative motion on the Y axis.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualBall(SDL_Joystick *joystick, int ball, Sint16 xrel, Sint16 yrel);
/**
* Set the state of a button on an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param button the index of the button on the virtual joystick to update.
* \param value the new value for the specified button.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
/**
* Set the state of a hat on an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param hat the index of the hat on the virtual joystick to update.
* \param value the new value for the specified hat.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
/**
* Set touchpad finger state on an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param touchpad the index of the touchpad on the virtual joystick to
* update.
* \param finger the index of the finger on the touchpad to set.
* \param state `SDL_PRESSED` if the finger is pressed, `SDL_RELEASED` if the
* finger is released.
* \param x the x coordinate of the finger on the touchpad, normalized 0 to 1,
* with the origin in the upper left.
* \param y the y coordinate of the finger on the touchpad, normalized 0 to 1,
* with the origin in the upper left.
* \param pressure the pressure of the finger.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualTouchpad(SDL_Joystick *joystick, int touchpad, int finger, Uint8 state, float x, float y, float pressure);
/**
* Send a sensor update for an opened virtual joystick.
*
* Please note that values set here will not be applied until the next call to
* SDL_UpdateJoysticks, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param type the type of the sensor on the virtual joystick to update.
* \param sensor_timestamp a 64-bit timestamp in nanoseconds associated with
* the sensor reading.
* \param data the data associated with the sensor reading.
* \param num_values the number of values pointed to by `data`.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SendJoystickVirtualSensorData(SDL_Joystick *joystick, SDL_SensorType type, Uint64 sensor_timestamp, const float *data, int num_values);
/**
* Get the properties associated with a joystick.
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN`: true if this joystick has an
* LED that has adjustable brightness
* - `SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN`: true if this joystick has an LED
* that has adjustable color
* - `SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN`: true if this joystick has a
* player LED
* - `SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN`: true if this joystick has
* left/right rumble
* - `SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this joystick has
* simple trigger rumble
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetJoystickProperties(SDL_Joystick *joystick);
#define SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN "SDL.joystick.cap.mono_led"
#define SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN "SDL.joystick.cap.rgb_led"
#define SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN "SDL.joystick.cap.player_led"
#define SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN "SDL.joystick.cap.rumble"
#define SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN "SDL.joystick.cap.trigger_rumble"
/**
* Get the implementation dependent name of a joystick.
*
* The returned string follows the SDL_GetStringRule.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceName
*/
extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickName(SDL_Joystick *joystick);
/**
* Get the implementation dependent path of a joystick.
*
* The returned string follows the SDL_GetStringRule.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the path of the selected joystick. If no path can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstancePath
*/
extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickPath(SDL_Joystick *joystick);
/**
* Get the player index of an opened joystick.
*
* For XInput controllers this returns the XInput user index. Many joysticks
* will not be able to supply this information.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the player index, or -1 if it's not available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetJoystickPlayerIndex
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndex(SDL_Joystick *joystick);
/**
* Set the player index of an opened joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \param player_index player index to assign to this joystick, or -1 to clear
* the player index and turn off player LEDs.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickPlayerIndex
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickPlayerIndex(SDL_Joystick *joystick, int player_index);
/**
* Get the implementation-dependent GUID for the joystick.
*
* This function requires an open joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the GUID of the given joystick. If called on an invalid index,
* this function returns a zero GUID; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceGUID
* \sa SDL_GetJoystickGUIDString
*/
extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickGUID(SDL_Joystick *joystick);
/**
* Get the USB vendor ID of an opened joystick, if available.
*
* If the vendor ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceVendor
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendor(SDL_Joystick *joystick);
/**
* Get the USB product ID of an opened joystick, if available.
*
* If the product ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the USB product ID of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceProduct
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProduct(SDL_Joystick *joystick);
/**
* Get the product version of an opened joystick, if available.
*
* If the product version isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the product version of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceProductVersion
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersion(SDL_Joystick *joystick);
/**
* Get the firmware version of an opened joystick, if available.
*
* If the firmware version isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the firmware version of the selected joystick, or 0 if
* unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickFirmwareVersion(SDL_Joystick *joystick);
/**
* Get the serial number of an opened joystick, if available.
*
* Returns the serial number of the joystick, or NULL if it is not available.
*
* The returned string follows the SDL_GetStringRule.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the serial number of the selected joystick, or NULL if
* unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickSerial(SDL_Joystick *joystick);
/**
* Get the type of an opened joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_OpenJoystick().
* \returns the SDL_JoystickType of the selected joystick.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceType
*/
extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickType(SDL_Joystick *joystick);
/**
* Get an ASCII string representation for a given SDL_JoystickGUID.
*
* You should supply at least 33 bytes for pszGUID.
*
* \param guid the SDL_JoystickGUID you wish to convert to string.
* \param pszGUID buffer in which to write the ASCII string.
* \param cbGUID the size of pszGUID.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceGUID
* \sa SDL_GetJoystickGUID
* \sa SDL_GetJoystickGUIDFromString
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
* Convert a GUID string into a SDL_JoystickGUID structure.
*
* Performs no error checking. If this function is given a string containing
* an invalid GUID, the function will silently succeed, but the GUID generated
* will not be useful.
*
* \param pchGUID string containing an ASCII representation of a GUID.
* \returns a SDL_JoystickGUID structure.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickGUIDString
*/
extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickGUIDFromString(const char *pchGUID);
/**
* Get the device information encoded in a SDL_JoystickGUID structure.
*
* \param guid the SDL_JoystickGUID you wish to get info about.
* \param vendor a pointer filled in with the device VID, or 0 if not
* available.
* \param product a pointer filled in with the device PID, or 0 if not
* available.
* \param version a pointer filled in with the device version, or 0 if not
* available.
* \param crc16 a pointer filled in with a CRC used to distinguish different
* products with the same VID/PID, or 0 if not available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceGUID
*/
extern SDL_DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16);
/**
* Get the status of a specified joystick.
*
* \param joystick the joystick to query.
* \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_JoystickConnected(SDL_Joystick *joystick);
/**
* Get the instance ID of an opened joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \returns the instance ID of the specified joystick on success or 0 on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetJoystickInstanceID(SDL_Joystick *joystick);
/**
* Get the number of general axis controls on a joystick.
*
* Often, the directional pad on a game controller will either look like 4
* separate buttons or a POV hat, and not axes, but all of this is up to the
* device and platform.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \returns the number of axis controls/number of axes on success or a
* negative error code on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickAxis
* \sa SDL_GetNumJoystickBalls
* \sa SDL_GetNumJoystickButtons
* \sa SDL_GetNumJoystickHats
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickAxes(SDL_Joystick *joystick);
/**
* Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated with them
* and their state cannot be polled.
*
* Most joysticks do not have trackballs.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \returns the number of trackballs on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickBall
* \sa SDL_GetNumJoystickAxes
* \sa SDL_GetNumJoystickButtons
* \sa SDL_GetNumJoystickHats
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickBalls(SDL_Joystick *joystick);
/**
* Get the number of POV hats on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \returns the number of POV hats on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickHat
* \sa SDL_GetNumJoystickAxes
* \sa SDL_GetNumJoystickBalls
* \sa SDL_GetNumJoystickButtons
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickHats(SDL_Joystick *joystick);
/**
* Get the number of buttons on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \returns the number of buttons on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickButton
* \sa SDL_GetNumJoystickAxes
* \sa SDL_GetNumJoystickBalls
* \sa SDL_GetNumJoystickHats
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickButtons(SDL_Joystick *joystick);
/**
* Set the state of joystick event processing.
*
* If joystick events are disabled, you must call SDL_UpdateJoysticks()
* yourself and check the state of the joystick when you want joystick
* information.
*
* \param enabled whether to process joystick events or not.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_JoystickEventsEnabled
* \sa SDL_UpdateJoysticks
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetJoystickEventsEnabled(SDL_bool enabled);
/**
* Query the state of joystick event processing.
*
* If joystick events are disabled, you must call SDL_UpdateJoysticks()
* yourself and check the state of the joystick when you want joystick
* information.
*
* \returns SDL_TRUE if joystick events are being processed, SDL_FALSE
* otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetJoystickEventsEnabled
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_JoystickEventsEnabled(void);
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick events are
* enabled.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UpdateJoysticks(void);
/**
* Get the current state of an axis control on a joystick.
*
* SDL makes no promises about what part of the joystick any given axis refers
* to. Your game should have some sort of configuration UI to let users
* specify what each axis should be bound to. Alternately, SDL's higher-level
* Game Controller API makes a great effort to apply order to this lower-level
* interface, so you know that a specific axis is the "left thumb stick," etc.
*
* The value returned by SDL_GetJoystickAxis() is a signed integer (-32768 to
* 32767) representing the current position of the axis. It may be necessary
* to impose certain tolerances on these values to account for jitter.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \param axis the axis to query; the axis indices start at index 0.
* \returns a 16-bit signed integer representing the current position of the
* axis or 0 on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumJoystickAxes
*/
extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetJoystickAxis(SDL_Joystick *joystick, int axis);
/**
* Get the initial state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \param axis the axis to query; the axis indices start at index 0.
* \param state upon return, the initial value is supplied here.
* \returns SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetJoystickAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state);
/**
* Get the ball axis change since the last poll.
*
* Trackballs can only return relative motion since the last call to
* SDL_GetJoystickBall(), these motion deltas are placed into `dx` and `dy`.
*
* Most joysticks do not have trackballs.
*
* \param joystick the SDL_Joystick to query.
* \param ball the ball index to query; ball indices start at index 0.
* \param dx stores the difference in the x axis position since the last poll.
* \param dy stores the difference in the y axis position since the last poll.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumJoystickBalls
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickBall(SDL_Joystick *joystick, int ball, int *dx, int *dy);
/**
* Get the current state of a POV hat on a joystick.
*
* The returned value will be one of the `SDL_HAT_*` values.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \param hat the hat index to get the state from; indices start at index 0.
* \returns the current hat position.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumJoystickHats
*/
extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickHat(SDL_Joystick *joystick, int hat);
#define SDL_HAT_CENTERED 0x00u
#define SDL_HAT_UP 0x01u
#define SDL_HAT_RIGHT 0x02u
#define SDL_HAT_DOWN 0x04u
#define SDL_HAT_LEFT 0x08u
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/**
* Get the current state of a button on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information.
* \param button the button index to get the state from; indices start at
* index 0.
* \returns 1 if the specified button is pressed, 0 otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumJoystickButtons
*/
extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickButton(SDL_Joystick *joystick, int button);
/**
* Start a rumble effect.
*
* Each call to this function cancels any previous rumble effect, and calling
* it with 0 intensity stops any rumbling.
*
* This function requires you to process SDL events or call
* SDL_UpdateJoysticks() to update rumble state.
*
* \param joystick the joystick to vibrate.
* \param low_frequency_rumble the intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF.
* \param high_frequency_rumble the intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF.
* \param duration_ms the duration of the rumble effect, in milliseconds.
* \returns 0, or -1 if rumble isn't supported on this joystick.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_RumbleJoystick(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Start a rumble effect in the joystick's triggers.
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
* a whole. This is currently only supported on Xbox One controllers. If you
* want the (more common) whole-controller rumble, use SDL_RumbleJoystick()
* instead.
*
* This function requires you to process SDL events or call
* SDL_UpdateJoysticks() to update rumble state.
*
* \param joystick the joystick to vibrate.
* \param left_rumble the intensity of the left trigger rumble motor, from 0
* to 0xFFFF.
* \param right_rumble the intensity of the right trigger rumble motor, from 0
* to 0xFFFF.
* \param duration_ms the duration of the rumble effect, in milliseconds.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RumbleJoystick
*/
extern SDL_DECLSPEC int SDLCALL SDL_RumbleJoystickTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/**
* Update a joystick's LED color.
*
* An example of a joystick LED is the light on the back of a PlayStation 4's
* DualShock 4 controller.
*
* For joysticks with a single color LED, the maximum of the RGB values will
* be used as the LED brightness.
*
* \param joystick the joystick to update.
* \param red the intensity of the red LED.
* \param green the intensity of the green LED.
* \param blue the intensity of the blue LED.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a joystick specific effect packet.
*
* \param joystick the joystick to affect.
* \param data the data to send to the joystick.
* \param size the size of the data to send to the joystick.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_SendJoystickEffect(SDL_Joystick *joystick, const void *data, int size);
/**
* Close a joystick previously opened with SDL_OpenJoystick().
*
* \param joystick the joystick device to close.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenJoystick
*/
extern SDL_DECLSPEC void SDLCALL SDL_CloseJoystick(SDL_Joystick *joystick);
/**
* Get the connection state of a joystick.
*
* \param joystick the joystick to query.
* \returns the connection state on success or
* `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetJoystickConnectionState(SDL_Joystick *joystick);
/**
* Get the battery state of a joystick.
*
* You should never take a battery status as absolute truth. Batteries
* (especially failing batteries) are delicate hardware, and the values
* reported here are best estimates based on what that hardware reports. It's
* not uncommon for older batteries to lose stored power much faster than it
* reports, or completely drain when reporting it has 20 percent left, etc.
*
* \param joystick the joystick to query.
* \param percent a pointer filled in with the percentage of battery life
* left, between 0 and 100, or NULL to ignore. This will be
* filled in with -1 we can't determine a value or there is no
* battery.
* \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetJoystickPowerInfo(SDL_Joystick *joystick, int *percent);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_joystick_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL/lib | repos/zig_workbench/projects/ModernOpenGL/lib/SDL3/SDL_test.h | /*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL test library, not the main SDL library.
*/
#ifndef SDL_test_h_
#define SDL_test_h_
#include <SDL3/SDL.h>
#include <SDL3/SDL_test_assert.h>
#include <SDL3/SDL_test_common.h>
#include <SDL3/SDL_test_compare.h>
#include <SDL3/SDL_test_crc32.h>
#include <SDL3/SDL_test_font.h>
#include <SDL3/SDL_test_fuzzer.h>
#include <SDL3/SDL_test_harness.h>
#include <SDL3/SDL_test_log.h>
#include <SDL3/SDL_test_md5.h>
#include <SDL3/SDL_test_memory.h>
#include <SDL3/SDL_test_random.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Global definitions */
/*
* Note: Maximum size of SDLTest log message is less than SDL's limit
* to ensure we can fit additional information such as the timestamp.
*/
#define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_test_h_ */
|
0 | repos/zig_workbench/projects/ModernOpenGL | repos/zig_workbench/projects/ModernOpenGL/.vscode/launch.json | {
"version": "0.2.0",
"configurations": [
{
"name": "Debug",
"type": "cppvsdbg",
"request": "launch",
"presentation": {
"hidden": false,
"group": "",
"order": 1
},
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"args": [ ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"preLaunchTask": "${defaultBuildTask}",
"console": "integratedTerminal",
"symbolSearchPath": "${workspaceFolder}/bin/Debug/",
},
{
"name": "Debug Attach",
"type": "cppvsdbg",
"request": "attach",
"presentation": {
"hidden": true,
"group": "",
"order": 2
},
"preLaunchTask": "Zig: Run main",
"internalConsoleOptions": "openOnFirstSessionStart",
"processId": "${command:pickProcess}"
}
]
} |
0 | repos/zig_workbench/projects/ModernOpenGL | repos/zig_workbench/projects/ModernOpenGL/.vscode/tasks.json | {
"tasks": [{
"label": "Zig: Build",
"args": [ "build", "--summary", "all" ],
"detail": "zig build --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": true },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Safe.",
"args": [ "build", "-Doptimize=ReleaseSafe", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseSafe --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Fast.",
"args": [ "build", "-Doptimize=ReleaseFast", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseFast --summary all",
"command": "zig","type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Small.",
"args": [ "build", "-Doptimize=ReleaseSmall", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseSmall --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Strip.",
"args": [ ],
"detail": "zig build-exe -O ReleaseSmall -fstrip -fsingle-threaded (+ lots of options) main.zig",
"command": "buildReleaseStrip.bat", "type": "shell", "options": { "cwd": "${workspaceRoot}\\tools" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Test",
"args": [ "test", "${file}" ],
"detail": "'zig test' in the current workspace.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "test", "isDefault": true },
"presentation": { "group": "test", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "main.zig", "lib/SDL3/glad.c" ],
"detail": "zig run main.zig",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": true },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (With Args)",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "main.zig", "lib/SDL3/glad.c", "--", "ArgsForYourProgram" ],
"detail": "zig run main.zig -- ArgsForYourProgram",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Fast)",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "main.zig", "lib/SDL3/glad.c", "-O", "ReleaseFast" ],
"detail": "zig run main.zig -O ReleaseFast",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Safe)",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "main.zig", "lib/SDL3/glad.c", "-O", "ReleaseSafe" ],
"detail": "zig run main.zig -O ReleaseSafe",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Small)",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "main.zig", "lib/SDL3/glad.c", "-O", "ReleaseSmall" ],
"detail": "zig run main.zig -O ReleaseSmall",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run current file",
"args": [ "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "${file}", "lib/SDL3/glad.c" ],
"detail": "'zig run' active file in the current workspace.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "zTime Zig: Run current file",
"args": [ "zig", "run", "-lc", "-lSDL3", "-lOpenGL32", "-L", "lib/SDL3", "-Ilib", "-Ilib/SDL3", "${file}", "lib/SDL3/glad.c" ],
"detail": "'zTime zig run' active file in the current workspace.",
"command": "zTime", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "zTime", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Docs",
"args": [ "run", "-femit-docs", "main.zig" ],
"detail": "Generate docs from source comments.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "docs", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
}],
"version": "2.0.0"
}
|
0 | repos/zig_workbench/projects/ModernOpenGL | repos/zig_workbench/projects/ModernOpenGL/.vscode/ModernOpenGL.code-workspace | {
"folders": [{ "path": ".." }],
"settings": {
// Zig Workspace
"files.exclude": {
"*.lnk": true,
"**/.git": true,
".gitignore": true,
"**/.svn": true,
"**/.hg": true,
"**/CVS": true,
"**/.DS_Store": true,
"**/Thumbs.db": true,
// VSCODE FOLDERS --------
"**/.vscode": true,
"**/.code-workspace": true,
// ZIG FOLDERS --------
"**/zig-cache": true
},
"search.exclude": {
"**/node_modules": true,
"**/bower_components": true,
"**/*.code-search": true,
// ZIG FOLDERS --------
"**/zig-out": true
},
"files.watcherExclude": {
// ZIG FOLDERS --------
"**/zig-cache": true
},
// DarknessFX settings
"telemetry.telemetryLevel": "off",
"workbench.colorTheme": "Default Dark+",
"workbench.startupEditor": "none",
"workbench.colorCustomizations": {
"statusBar.background" : "#1A1A1A",
"statusBar.noFolderBackground" : "#212121",
"statusBar.debuggingBackground": "#263238",
"editorBracketHighlight.foreground1": "#888888",
"editorBracketHighlight.foreground2": "#686888",
"editorBracketHighlight.foreground3": "#688868",
"editorBracketHighlight.foreground4": "#886868",
"editorBracketHighlight.foreground5": "#686868",
},
"editor.tokenColorCustomizations": {
"comments": "#546E7A",
"functions": "#DFAB4B",
"keywords": "#367CB6",
"numbers": "#CE9178",
"strings": "#CE9178",
"types": "#2EA990",
"variables": "#7CBCDE",
"[Default Dark+]": {
"textMateRules": [
{
"scope": [
"other",
"source",
"keyword.operator",
"keyword.operator.noexcept",
"punctuation",
"punctuation.dot",
"punctuation.comma",
"punctuation.definitions",
"punctuation.definition.comment",
"punctuation.definition.tag",
"punctuation.definition.tag.html",
"punctuation.definition.tag.begin.html",
"punctuation.definition.tag.end.html",
"punctuation.section.embedded",
"punctuation.separator",
"punctuation.separator.inheritance.php",
],
"settings": {
"foreground": "#758E68",
"fontStyle": "",
}
},
{
"scope": [
"comment",
],
"settings": {
"fontStyle": "italic",
}
},
{
"scope": [
"keyword",
"keyword.control",
"keyword.other",
"keyword.other.template",
"keyword.other.substitution",
"keyword.other.unit",
"storage",
"storage.type",
"storage.modifier",
"keywordLiteral",
"keyword.literal",
"keyword.constant.default",
],
"settings": {
"fontStyle": "italic",
"foreground": "#367CB6"
}
},
{
"scope": [
"support.class",
"support.type",
"entity.name.type",
"entity.name.namespace",
"entity.other.attribute",
"entity.name.scope-resolution",
"entity.name.class",
],
"settings": {
"foreground": "#2EA990"
}
},
],
},
},
"editor.tabSize": 2,
"editor.fontSize": 16,
"editor.unicodeHighlight.invisibleCharacters": false,
"editor.autoClosingBrackets": "never",
"editor.autoSurround": "never",
"editor.autoClosingQuotes": "never",
"editor.detectIndentation": false,
"editor.lightbulb.enabled": "off",
"workbench.editor.focusRecentEditorAfterClose": false,
"workbench.panel.defaultLocation": "left",
"workbench.panel.opensMaximized": "never",
"workbench.editor.tabSizing": "fixed",
"workbench.editor.tabSizingFixedMaxWidth": 140,
"workbench.sideBar.location": "right",
"debug.allowBreakpointsEverywhere": true,
"debug.onTaskErrors": "abort",
"explorer.confirmDragAndDrop": false,
"explorer.compactFolders": false,
"explorer.confirmDelete": false,
"terminal.integrated.profiles.windows": {
"Windows Terminal": {
"path": "wt",
"args": [
"-p", "cmd", "cmd"
],
"icon": "terminal-bash",
},
"Command Prompt": {
"path": [
"${env:windir}\\Sysnative\\cmd.exe",
"${env:windir}\\System32\\cmd.exe"
],
"args": [],
"icon": "terminal-cmd"
},
"PowerShell": {
"source": "PowerShell",
"icon": "terminal-powershell"
},
"Git Bash": {
"source": "Git Bash"
},
},
"terminal.integrated.tabs.location": "left",
"terminal.integrated.defaultProfile.windows": "Command Prompt",
"C_Cpp.vcFormat.space.groupSquareBrackets": false,
"C_Cpp.loggingLevel": "Debug",
"C_Cpp.codeAnalysis.clangTidy.codeAction.formatFixes": false,
"git.openRepositoryInParentFolders": "never",
"html.autoCreateQuotes": false,
"zig.buildFilePath": "${workspaceFolder}",
"zig.formattingProvider": "off",
"zig.checkForUpdate": false,
"zig.zls.enabled": true,
"zig.zls.highlightGlobalVarDeclarations": true,
"zig.zls.semanticTokens": "full",
"zig.zls.enableArgumentPlaceholders": false,
"zig.zls.inlayHintsExcludeSingleArgument": false,
"zig.zls.enableAutofix": false,
"zig.zls.checkForUpdate": false,
"zig.zls.enableInlayHints": false,
"zig.zls.preferAstCheckAsChildProcess": false,
"files.associations": {
"glad.h": "c"
},
},
"extensions": {
"recommendations": [
"pkief.material-icon-theme"
]
}
}
|
0 | repos/zig_workbench/projects/ModernOpenGL | repos/zig_workbench/projects/ModernOpenGL/tools/buildReleaseStrip.bat | @ECHO OFF
CD ..
REM EXTRA ARGS SHORTCUT
REM ===================
REM Linking system libraries (note: -l and library name all together):
REM -lSDL2 -lOpenGL32
REM Adding libraries DLL+LIB folders (note: -L SPACE Folder path):
REM -L %CD%\lib\SDL2
REM Adding cImport .H include folders (note: -I SPACE Folder path):
REM -I %CD%\lib\microui -I %CD%\lib\SDL2\include
REM
REM Full extra_args sample of a project that use SDL2 + OpenGL + microui :
REM SET extra_args=-lSDL2 -lOpenGL32 -L "%CD%\lib\SDL2" -I "%CD%\lib\microui" -I "%CD%\lib\SDL2\include"
SET extra_args=-lSDL3 -lOpenGL32 -L "%CD%\lib\SDL3" -I"%CD%" -I"%CD%\lib" -I"%CD%\lib\SDL3"
REM AddCSource
REM ==========
REM If your project use C Source Files, add here the list of files you want to add to your build.
REM
REM SET addCSourceFile="%CD%\lib\microui\microui.c"
SET addCSourceFile="%CD%\lib\SDL3\glad.c"
IF NOT EXIST %CD%\bin\ReleaseStrip (
MKDIR %CD%\bin\ReleaseStrip
)
IF NOT EXIST %CD%\bin\ReleaseStrip\obj (
MKDIR %CD%\bin\ReleaseStrip\obj
)
REM GET CURRENT FOLDER NAME
for %%* in (%CD%) do SET ProjectName=%%~n*
SET rcmd=
IF EXIST "*.rc" (
SET rcmd=-rcflags /c65001 -- %CD%\%ProjectName%.rc
)
SET libc=
FINDSTR /L linkLibC build.zig > NUL && (
SET libc=-lc
)
REM OUTPUT TO ZIG_REPORT.TXT
> bin/ReleaseStrip/obj/zig_report.txt (
zig build-exe -O ReleaseSmall %rcmd% %libc% -fstrip -fsingle-threaded --color off -femit-bin=bin/ReleaseStrip/%ProjectName%.exe -femit-asm=bin/ReleaseStrip/obj/%ProjectName%.s -femit-llvm-ir=bin/ReleaseStrip/obj/%ProjectName%.ll -femit-llvm-bc=bin/ReleaseStrip/obj/%ProjectName%.bc -femit-h=bin/ReleaseStrip/obj/%ProjectName%.h -ftime-report -fstack-report %extra_args% --name %ProjectName% main.zig %addCSourceFile%
) 2>&1
REM OUTPUT BUILD COMMAND LINE TO ZIG_BUILD_CMD.TXT
> bin/ReleaseStrip/obj/zig_build_cmd.txt (
ECHO zig build-exe -O ReleaseSmall %rcmd% %libc% -fstrip -fsingle-threaded --color off -femit-bin=bin/ReleaseStrip/%ProjectName%.exe -femit-asm=bin/ReleaseStrip/obj/%ProjectName%.s -femit-llvm-ir=bin/ReleaseStrip/obj/%ProjectName%.ll -femit-llvm-bc=bin/ReleaseStrip/obj/%ProjectName%.bc -femit-h=bin/ReleaseStrip/obj/%ProjectName%.h -ftime-report -fstack-report %extra_args% --name %ProjectName% main.zig %addCSourceFile%
) 2>&1
IF EXIST "%CD%\bin\ReleaseStrip\%ProjectName%.exe.obj" (
MOVE %CD%\bin\ReleaseStrip\%ProjectName%.exe.obj %CD%\bin\ReleaseStrip\obj > NUL
)
ECHO.
ECHO Done!
REM PAUSE |
0 | repos/zig_workbench | repos/zig_workbench/BaseRayLib/BaseRayLib.rc | #include "windows.h"
IDI_ICON1 ICON "BaseRayLib.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x1L
FILEOS 0x4L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904e4"
BEGIN
VALUE "CompanyName", "RayLib"
VALUE "FileDescription", "RayLib"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "RayLib.exe"
VALUE "LegalCopyright", "Copyleft(c) Created by DarknessFX, http://dfx.lv/ , @DrkFX."
VALUE "OriginalFilename", "RayLib.exe"
VALUE "ProductName", "RayLib"
VALUE "ProductVersion", "1.0.0.0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1252
END
END
|
0 | repos/zig_workbench | repos/zig_workbench/BaseRayLib/main.zig | //!zig-autodoc-section: Base.Main
//! Base//main.zig :
//! Template for a console program.
const std = @import("std");
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/BaseRayLib/lib/raylib.h");
const rl = @cImport({
@cInclude("lib/raylib/raylib.h");
});
const gl = @cImport({ @cInclude("lib/raylib/rlgl.h"); });
const rm = @cImport({ @cInclude("lib/raylib/raymath.h"); });
const ui = @cImport({
@cDefine("RAYGUI_IMPLEMENTATION","");
@cInclude("lib/raylib/raygui.h");
});
const WINDOW_WIDTH: usize = 1280;
const WINDOW_HEIGHT: usize = 720;
/// Main function
pub fn main() void {
rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "raylib [core] example + raygui - basic window");
rl.SetTargetFPS(60);
var showMessageBox: bool = true;
while (!rl.WindowShouldClose())
{
rl.BeginDrawing();
rl.ClearBackground(rl.RAYWHITE);
if (ui.GuiButton(ui.Rectangle{ .x=24, .y=24, .width=120,.height=30 }, "#191#Show Message") != 0) showMessageBox = true;
if (showMessageBox) {
const result: c_int = ui.GuiMessageBox(ui.Rectangle{ .x=85, .y=70, .width=250,.height=100 },
"#191#Message Box", "Hi! This is a message!", "Nice;Cool");
if (result >= 0) showMessageBox = false;
}
rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LIGHTGRAY);
rl.EndDrawing();
}
rl.CloseWindow();
}
// ============================================================================
// Helpers
//
// ============================================================================
// Tests
//
|
0 | repos/zig_workbench | repos/zig_workbench/BaseRayLib/build.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseRayLib";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkLibC();
exe.addIncludePath( b.path("lib/raylib") );
exe.addLibraryPath( b.path("lib/raylib") );
exe.linkSystemLibrary("raylib");
b.installBinFile("lib/raylib/raylib.dll", "raylib.dll");
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall"
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench/BaseRayLib/lib | repos/zig_workbench/BaseRayLib/lib/raylib/rlgl.h | /**********************************************************************************************
*
* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
#define RLGL_VERSION "4.5"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
#if defined(_WIN32)
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#endif
// Function specifiers definition
#ifndef RLAPI
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
// Support TRACELOG macros
#ifndef TRACELOG
#define TRACELOG(level, ...) (void)0
#define TRACELOGD(...) (void)0
#endif
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(n,sz) realloc(n,sz)
#endif
#ifndef RL_FREE
#define RL_FREE(p) free(p)
#endif
// Security check in case no GRAPHICS_API_OPENGL_* defined
#if !defined(GRAPHICS_API_OPENGL_11) && \
!defined(GRAPHICS_API_OPENGL_21) && \
!defined(GRAPHICS_API_OPENGL_33) && \
!defined(GRAPHICS_API_OPENGL_43) && \
!defined(GRAPHICS_API_OPENGL_ES2) && \
!defined(GRAPHICS_API_OPENGL_ES3)
#define GRAPHICS_API_OPENGL_33
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_21)
#undef GRAPHICS_API_OPENGL_21
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_43)
#undef GRAPHICS_API_OPENGL_43
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
// WARNING: Specific parts are checked with #if defines
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL 4.3 uses OpenGL 3.3 Core functionality
#if defined(GRAPHICS_API_OPENGL_43)
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
#if defined(GRAPHICS_API_OPENGL_ES3)
#define GRAPHICS_API_OPENGL_ES2
#endif
// Support framebuffer objects by default
// NOTE: Some driver implementation do not support it, despite they should
#define RLGL_RENDER_TEXTURES_HINT
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Default internal render batch elements limits
#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
#endif
#endif
#ifndef RL_DEFAULT_BATCH_BUFFERS
#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
#endif
#ifndef RL_DEFAULT_BATCH_DRAWCALLS
#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
#endif
#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
#endif
// Internal Matrix stack
#ifndef RL_MAX_MATRIX_STACK_SIZE
#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
#endif
// Shader limits
#ifndef RL_MAX_SHADER_LOCATIONS
#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
#endif
// Projection matrix culling
#ifndef RL_CULL_DISTANCE_NEAR
#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
#endif
#ifndef RL_CULL_DISTANCE_FAR
#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
#endif
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
#define RL_PROJECTION 0x1701 // GL_PROJECTION
#define RL_TEXTURE 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
#define RL_LINES 0x0001 // GL_LINES
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
#define RL_QUADS 0x0007 // GL_QUADS
// GL equivalent data types
#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
#define RL_FLOAT 0x1406 // GL_FLOAT
// GL buffer usage hint
#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
#define RL_ZERO 0 // GL_ZERO
#define RL_ONE 1 // GL_ONE
#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
#define RL_MIN 0x8007 // GL_MIN
#define RL_MAX 0x8008 // GL_MAX
#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
// Boolean type
typedef enum bool { false = 0, true = !false } bool;
#endif
#if !defined(RL_MATRIX_TYPE)
// Matrix, 4x4 components, column major, OpenGL style, right handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct rlVertexBuffer {
int elementCount; // Number of elements in the buffer (QUADS)
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
} rlVertexBuffer;
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
typedef struct rlDrawCall {
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount; // Number of vertex of the draw
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
//unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
} rlDrawCall;
// rlRenderBatch type
typedef struct rlRenderBatch {
int bufferCount; // Number of vertex buffers (multi-buffering support)
int currentBuffer; // Current buffer tracking in case of multi-buffering
rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
rlDrawCall *draws; // Draw calls array, depends on textureId
int drawCounter; // Draw calls counter
float currentDepth; // Current depth value for next draw
} rlRenderBatch;
// OpenGL version
typedef enum {
RL_OPENGL_11 = 1, // OpenGL 1.1
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
} rlGlVersion;
// Trace log level
// NOTE: Organized by priority level
typedef enum {
RL_LOG_ALL = 0, // Display all logs
RL_LOG_TRACE, // Trace logging, intended for internal use only
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
RL_LOG_INFO, // Info logging, used for program execution info
RL_LOG_WARNING, // Warning logging, used on recoverable failures
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
RL_LOG_NONE // Disable logging
} rlTraceLogLevel;
// Texture pixel formats
// NOTE: Support depends on OpenGL version
typedef enum {
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} rlPixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} rlTextureFilter;
// Color blending modes (pre-defined)
typedef enum {
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
RL_BLEND_ADDITIVE, // Blend textures adding colors
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
} rlBlendMode;
// Shader location point type
typedef enum {
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} rlShaderLocationIndex;
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum {
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType;
// Shader attribute data types
typedef enum {
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} rlShaderAttributeDataType;
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
typedef enum {
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
} rlFramebufferAttachType;
// Framebuffer texture attachment type
typedef enum {
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
} rlFramebufferAttachTextureType;
// Face culling mode
typedef enum {
RL_CULL_FACE_FRONT = 0,
RL_CULL_FACE_BACK
} rlCullMode;
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack
RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
RLAPI void rlEnd(void); // Finish vertex providing
RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
#if defined(GRAPHICS_API_OPENGL_11)
RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
#endif
// Textures state
RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
RLAPI void rlEnableTexture(unsigned int id); // Enable texture
RLAPI void rlDisableTexture(void); // Disable texture
RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
// Shader state
RLAPI void rlEnableShader(unsigned int id); // Enable shader program
RLAPI void rlDisableShader(void); // Disable shader program
// Framebuffer state
RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
// General render state
RLAPI void rlEnableColorBlend(void); // Enable color blending
RLAPI void rlDisableColorBlend(void); // Disable color blending
RLAPI void rlEnableDepthTest(void); // Enable depth test
RLAPI void rlDisableDepthTest(void); // Disable depth test
RLAPI void rlEnableDepthMask(void); // Enable depth write
RLAPI void rlDisableDepthMask(void); // Disable depth write
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
RLAPI void rlSetCullFace(int mode); // Set face culling mode
RLAPI void rlEnableScissorTest(void); // Enable scissor test
RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlEnablePointMode(void); // Enable point mode
RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
RLAPI float rlGetLineWidth(void); // Get the line drawing width
RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI void rlSetBlendMode(int mode); // Set blending mode
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
RLAPI void rlUnloadVertexArray(unsigned int vaoId);
RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
RLAPI void rlDrawVertexArray(int offset, int count);
RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
// Textures management
RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
// Shaders management
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
// Buffer management
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
RLAPI void rlLoadDrawCube(void); // Load and draw a cube
RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#if defined(__cplusplus)
}
#endif
#endif // RLGL_H
/***********************************************************************************
*
* RLGL IMPLEMENTATION
*
************************************************************************************/
#if defined(RLGL_IMPLEMENTATION)
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#include <OpenGL/glext.h> // OpenGL extensions library
#else
// APIENTRY for OpenGL function pointer declarations is required
#if !defined(APIENTRY)
#if defined(_WIN32)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#define GLAD_MALLOC RL_MALLOC
#define GLAD_FREE RL_FREE
#define GLAD_GL_IMPLEMENTATION
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#if defined(GRAPHICS_API_OPENGL_ES3)
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#define GLAD_GLES2_IMPLEMENTATION
#include "external/glad_gles2.h"
#else
#define GL_GLEXT_PROTOTYPES
//#include <EGL/egl.h> // EGL library -> not required, platform layer
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// provided headers (despite being defined in official Khronos GLES2 headers)
#if defined(PLATFORM_DRM)
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
#endif
#endif
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#endif
#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
#endif
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#if !defined(GRAPHICS_API_OPENGL_ES3)
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#endif
// Default shader vertex attribute names to set location points
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
typedef struct rlglData {
rlRenderBatch *currentBatch; // Current render batch
rlRenderBatch defaultBatch; // Default internal render batch
struct {
int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
float normalx, normaly, normalz; // Current active normal (added on glVertex*())
unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
int currentMatrixMode; // Current matrix mode
Matrix *currentMatrix; // Current matrix pointer
Matrix modelview; // Default modelview matrix
Matrix projection; // Default projection matrix
Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
int stackCounter; // Matrix stack counter
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
bool stereoRender; // Stereo rendering flag
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
// Blending variables
int currentBlendMode; // Blending mode active
int glBlendSrcFactor; // Blending source factor
int glBlendDstFactor; // Blending destination factor
int glBlendEquation; // Blending equation
int glBlendSrcFactorRGB; // Blending source RGB factor
int glBlendDestFactorRGB; // Blending destination RGB factor
int glBlendSrcFactorAlpha; // Blending source alpha factor
int glBlendDestFactorAlpha; // Blending destination alpha factor
int glBlendEquationRGB; // Blending equation for RGB
int glBlendEquationAlpha; // Blending equation for alpha
bool glCustomBlendModeModified; // Custom blending factor and equation modification status
int framebufferWidth; // Current framebuffer width
int framebufferHeight; // Current framebuffer height
} State; // Renderer state
struct {
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component
} ExtSupported; // Extensions supported flags
} rlglData;
typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static rlglData RLGL = { 0 };
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
// NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
// NOTE: Instancing functionality could also be available through extension
static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void rlLoadShaderDefault(void); // Load default shader
static void rlUnloadShaderDefault(void); // Unload default shader
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
#endif // RLGL_SHOW_GL_DETAILS_INFO
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
// Auxiliar matrix math functions
static Matrix rlMatrixIdentity(void); // Get identity matrix
static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11)
// Fallback to OpenGL 1.1 function calls
//---------------------------------------
void rlMatrixMode(int mode)
{
switch (mode)
{
case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
default: break;
}
}
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
glFrustum(left, right, bottom, top, znear, zfar);
}
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
glOrtho(left, right, bottom, top, znear, zfar);
}
void rlPushMatrix(void) { glPushMatrix(); }
void rlPopMatrix(void) { glPopMatrix(); }
void rlLoadIdentity(void) { glLoadIdentity(); }
void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Choose the current matrix to be transformed
void rlMatrixMode(int mode)
{
if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
//else if (mode == RL_TEXTURE) // Not supported
RLGL.State.currentMatrixMode = mode;
}
// Push the current matrix into RLGL.State.stack
void rlPushMatrix(void)
{
if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
{
RLGL.State.transformRequired = true;
RLGL.State.currentMatrix = &RLGL.State.transform;
}
RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
RLGL.State.stackCounter++;
}
// Pop lattest inserted matrix from RLGL.State.stack
void rlPopMatrix(void)
{
if (RLGL.State.stackCounter > 0)
{
Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
*RLGL.State.currentMatrix = mat;
RLGL.State.stackCounter--;
}
if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
{
RLGL.State.currentMatrix = &RLGL.State.modelview;
RLGL.State.transformRequired = false;
}
}
// Reset current matrix to identity matrix
void rlLoadIdentity(void)
{
*RLGL.State.currentMatrix = rlMatrixIdentity();
}
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
Matrix matTranslation = {
1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
0.0f, 0.0f, 0.0f, 1.0f
};
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a rotation matrix
// NOTE: The provided angle must be in degrees
void rlRotatef(float angle, float x, float y, float z)
{
Matrix matRotation = rlMatrixIdentity();
// Axis vector (x, y, z) normalization
float lengthSquared = x*x + y*y + z*z;
if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
{
float inverseLength = 1.0f/sqrtf(lengthSquared);
x *= inverseLength;
y *= inverseLength;
z *= inverseLength;
}
// Rotation matrix generation
float sinres = sinf(DEG2RAD*angle);
float cosres = cosf(DEG2RAD*angle);
float t = 1.0f - cosres;
matRotation.m0 = x*x*t + cosres;
matRotation.m1 = y*x*t + z*sinres;
matRotation.m2 = z*x*t - y*sinres;
matRotation.m3 = 0.0f;
matRotation.m4 = x*y*t - z*sinres;
matRotation.m5 = y*y*t + cosres;
matRotation.m6 = z*y*t + x*sinres;
matRotation.m7 = 0.0f;
matRotation.m8 = x*z*t + y*sinres;
matRotation.m9 = y*z*t - x*sinres;
matRotation.m10 = z*z*t + cosres;
matRotation.m11 = 0.0f;
matRotation.m12 = 0.0f;
matRotation.m13 = 0.0f;
matRotation.m14 = 0.0f;
matRotation.m15 = 1.0f;
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix matScale = {
x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by another matrix
void rlMultMatrixf(const float *matf)
{
// Matrix creation from array
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
matf[1], matf[5], matf[9], matf[13],
matf[2], matf[6], matf[10], matf[14],
matf[3], matf[7], matf[11], matf[15] };
*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
}
// Multiply the current matrix by a perspective matrix generated by parameters
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
Matrix matFrustum = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(zfar - znear);
matFrustum.m0 = ((float) znear*2.0f)/rl;
matFrustum.m1 = 0.0f;
matFrustum.m2 = 0.0f;
matFrustum.m3 = 0.0f;
matFrustum.m4 = 0.0f;
matFrustum.m5 = ((float) znear*2.0f)/tb;
matFrustum.m6 = 0.0f;
matFrustum.m7 = 0.0f;
matFrustum.m8 = ((float)right + (float)left)/rl;
matFrustum.m9 = ((float)top + (float)bottom)/tb;
matFrustum.m10 = -((float)zfar + (float)znear)/fn;
matFrustum.m11 = -1.0f;
matFrustum.m12 = 0.0f;
matFrustum.m13 = 0.0f;
matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
matFrustum.m15 = 0.0f;
*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
}
// Multiply the current matrix by an orthographic matrix generated by parameters
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
// response to it is platform/compiler dependant
Matrix matOrtho = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(zfar - znear);
matOrtho.m0 = 2.0f/rl;
matOrtho.m1 = 0.0f;
matOrtho.m2 = 0.0f;
matOrtho.m3 = 0.0f;
matOrtho.m4 = 0.0f;
matOrtho.m5 = 2.0f/tb;
matOrtho.m6 = 0.0f;
matOrtho.m7 = 0.0f;
matOrtho.m8 = 0.0f;
matOrtho.m9 = 0.0f;
matOrtho.m10 = -2.0f/fn;
matOrtho.m11 = 0.0f;
matOrtho.m12 = -((float)left + (float)right)/rl;
matOrtho.m13 = -((float)top + (float)bottom)/tb;
matOrtho.m14 = -((float)zfar + (float)znear)/fn;
matOrtho.m15 = 1.0f;
*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
}
#endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
// NOTE: We store current viewport dimensions
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11)
// Fallback to OpenGL 1.1 function calls
//---------------------------------------
void rlBegin(int mode)
{
switch (mode)
{
case RL_LINES: glBegin(GL_LINES); break;
case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
case RL_QUADS: glBegin(GL_QUADS); break;
default: break;
}
}
void rlEnd() { glEnd(); }
void rlVertex2i(int x, int y) { glVertex2i(x, y); }
void rlVertex2f(float x, float y) { glVertex2f(x, y); }
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize drawing mode (how to organize vertex)
void rlBegin(int mode)
{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
{
RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
RLGL.currentBatch->drawCounter++;
}
}
if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
// Finish vertex providing
void rlEnd(void)
{
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
}
// Define one vertex (position)
// NOTE: Vertex position data is the basic information required for drawing
void rlVertex3f(float x, float y, float z)
{
float tx = x;
float ty = y;
float tz = z;
// Transform provided vector if required
if (RLGL.State.transformRequired)
{
tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
}
// WARNING: We can't break primitives when launching a new batch.
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
{
// Reached the maximum number of vertices for RL_LINES drawing
// Launch a draw call but keep current state for next vertices comming
// NOTE: We add +1 vertex to the check for security
rlCheckRenderBatchLimit(2 + 1);
}
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
{
rlCheckRenderBatchLimit(3 + 1);
}
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
{
rlCheckRenderBatchLimit(4 + 1);
}
}
// Add vertices
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
// Add current texcoord
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
// WARNING: By default rlVertexBuffer struct does not store normals
// Add current color
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
RLGL.State.vertexCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
}
// Define one vertex (position)
void rlVertex2f(float x, float y)
{
rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (position)
void rlVertex2i(int x, int y)
{
rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (texture coordinate)
// NOTE: Texture coordinates are limited to QUADS only
void rlTexCoord2f(float x, float y)
{
RLGL.State.texcoordx = x;
RLGL.State.texcoordy = y;
}
// Define one vertex (normal)
// NOTE: Normals limited to TRIANGLES only?
void rlNormal3f(float x, float y, float z)
{
RLGL.State.normalx = x;
RLGL.State.normaly = y;
RLGL.State.normalz = z;
}
// Define one vertex (color)
void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
{
RLGL.State.colorr = x;
RLGL.State.colorg = y;
RLGL.State.colorb = z;
RLGL.State.colora = w;
}
// Define one vertex (color)
void rlColor4f(float r, float g, float b, float a)
{
rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
}
// Define one vertex (color)
void rlColor3f(float x, float y, float z)
{
rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
}
#endif
//--------------------------------------------------------------------------------------
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
//--------------------------------------------------------------------------------------
// Set current texture to use
void rlSetTexture(unsigned int id)
{
if (id == 0)
{
#if defined(GRAPHICS_API_OPENGL_11)
rlDisableTexture();
#else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
if (RLGL.State.vertexCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
{
rlDrawRenderBatch(RLGL.currentBatch);
}
#endif
}
else
{
#if defined(GRAPHICS_API_OPENGL_11)
rlEnableTexture(id);
#else
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
{
RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
RLGL.currentBatch->drawCounter++;
}
}
if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
}
#endif
}
}
// Select and active a texture slot
void rlActiveTextureSlot(int slot)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glActiveTexture(GL_TEXTURE0 + slot);
#endif
}
// Enable texture
void rlEnableTexture(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
#endif
glBindTexture(GL_TEXTURE_2D, id);
}
// Disable texture
void rlDisableTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
glDisable(GL_TEXTURE_2D);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
}
// Enable texture cubemap
void rlEnableTextureCubemap(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
#endif
}
// Disable texture cubemap
void rlDisableTextureCubemap(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
}
// Set texture parameters (wrap mode/filter mode)
void rlTextureParameters(unsigned int id, int param, int value)
{
glBindTexture(GL_TEXTURE_2D, id);
#if !defined(GRAPHICS_API_OPENGL_11)
// Reset anisotropy filter, in case it was set
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
#endif
switch (param)
{
case RL_TEXTURE_WRAP_S:
case RL_TEXTURE_WRAP_T:
{
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
{
#if !defined(GRAPHICS_API_OPENGL_11)
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
#endif
}
else glTexParameteri(GL_TEXTURE_2D, param, value);
} break;
case RL_TEXTURE_MAG_FILTER:
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
case RL_TEXTURE_FILTER_ANISOTROPIC:
{
#if !defined(GRAPHICS_API_OPENGL_11)
if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
{
TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
#endif
} break;
#if defined(GRAPHICS_API_OPENGL_33)
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
#endif
default: break;
}
glBindTexture(GL_TEXTURE_2D, 0);
}
// Set cubemap parameters (wrap mode/filter mode)
void rlCubemapParameters(unsigned int id, int param, int value)
{
#if !defined(GRAPHICS_API_OPENGL_11)
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
// Reset anisotropy filter, in case it was set
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
switch (param)
{
case RL_TEXTURE_WRAP_S:
case RL_TEXTURE_WRAP_T:
{
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
{
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
}
else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
} break;
case RL_TEXTURE_MAG_FILTER:
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
case RL_TEXTURE_FILTER_ANISOTROPIC:
{
if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
{
TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
} break;
#if defined(GRAPHICS_API_OPENGL_33)
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
#endif
default: break;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
}
// Enable shader program
void rlEnableShader(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram(id);
#endif
}
// Disable shader program
void rlDisableShader(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram(0);
#endif
}
// Enable rendering to texture (fbo)
void rlEnableFramebuffer(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, id);
#endif
}
// Disable rendering to texture
void rlDisableFramebuffer(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
// Blit active framebuffer to main framebuffer
void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
#endif
}
// Activate multiple draw color buffers
// NOTE: One color buffer is always active by default
void rlActiveDrawBuffers(int count)
{
#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
// NOTE: Maximum number of draw buffers supported is implementation dependant,
// it can be queried with glGet*() but it must be at least 8
//GLint maxDrawBuffers = 0;
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
if (count > 0)
{
if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
else
{
unsigned int buffers[8] = {
#if defined(GRAPHICS_API_OPENGL_ES3)
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT,
GL_COLOR_ATTACHMENT4_EXT,
GL_COLOR_ATTACHMENT5_EXT,
GL_COLOR_ATTACHMENT6_EXT,
GL_COLOR_ATTACHMENT7_EXT,
#else
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4,
GL_COLOR_ATTACHMENT5,
GL_COLOR_ATTACHMENT6,
GL_COLOR_ATTACHMENT7,
#endif
};
#if defined(GRAPHICS_API_OPENGL_ES3)
glDrawBuffersEXT(count, buffers);
#else
glDrawBuffers(count, buffers);
#endif
}
}
else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
#endif
}
//----------------------------------------------------------------------------------
// General render state configuration
//----------------------------------------------------------------------------------
// Enable color blending
void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
// Disable color blending
void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
// Enable depth test
void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
// Disable depth test
void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
// Enable depth write
void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
// Disable depth write
void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
// Enable backface culling
void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
// Disable backface culling
void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
// Set face culling mode
void rlSetCullFace(int mode)
{
switch (mode)
{
case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
default: break;
}
}
// Enable scissor test
void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
// Disable scissor test
void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
// Scissor test
void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
// Enable wire mode
void rlEnableWireMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
void rlEnablePointMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Set the line drawing width
void rlSetLineWidth(float width) { glLineWidth(width); }
// Get the line drawing width
float rlGetLineWidth(void)
{
float width = 0;
glGetFloatv(GL_LINE_WIDTH, &width);
return width;
}
// Enable line aliasing
void rlEnableSmoothLines(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_LINE_SMOOTH);
#endif
}
// Disable line aliasing
void rlDisableSmoothLines(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
glDisable(GL_LINE_SMOOTH);
#endif
}
// Enable stereo rendering
void rlEnableStereoRender(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
RLGL.State.stereoRender = true;
#endif
}
// Disable stereo rendering
void rlDisableStereoRender(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
RLGL.State.stereoRender = false;
#endif
}
// Check if stereo render is enabled
bool rlIsStereoRenderEnabled(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
return RLGL.State.stereoRender;
#else
return false;
#endif
}
// Clear color buffer with color
void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
// Color values clamp to 0.0f(0) and 1.0f(255)
float cr = (float)r/255;
float cg = (float)g/255;
float cb = (float)b/255;
float ca = (float)a/255;
glClearColor(cr, cg, cb, ca);
}
// Clear used screen buffers (color and depth)
void rlClearScreenBuffers(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
}
// Check and log OpenGL error codes
void rlCheckErrors()
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int check = 1;
while (check)
{
const GLenum err = glGetError();
switch (err)
{
case GL_NO_ERROR: check = 0; break;
case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
}
}
#endif
}
// Set blend mode
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
{
rlDrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_CUSTOM:
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
} break;
case RL_BLEND_CUSTOM_SEPARATE:
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
} break;
default: break;
}
RLGL.State.currentBlendMode = mode;
RLGL.State.glCustomBlendModeModified = false;
}
#endif
}
// Set blending mode factor and equation
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
(RLGL.State.glBlendDstFactor != glDstFactor) ||
(RLGL.State.glBlendEquation != glEquation))
{
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
RLGL.State.glCustomBlendModeModified = true;
}
#endif
}
// Set blending mode factor and equation separately for RGB and alpha
void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
(RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
(RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
(RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
(RLGL.State.glBlendEquationRGB != glEqRGB) ||
(RLGL.State.glBlendEquationAlpha != glEqAlpha))
{
RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
RLGL.State.glBlendDestFactorRGB = glDstRGB;
RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
RLGL.State.glBlendEquationRGB = glEqRGB;
RLGL.State.glBlendEquationAlpha = glEqAlpha;
RLGL.State.glCustomBlendModeModified = true;
}
#endif
}
//----------------------------------------------------------------------------------
// Module Functions Definition - OpenGL Debug
//----------------------------------------------------------------------------------
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
// Ignore non-significant error/warning codes (NVidia drivers)
// NOTE: Here there are the details with a sample output:
// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
// will use VIDEO memory as the source for buffer object operations. (severity: low)
// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
// a defined base level and cannot be used for texture mapping. (severity: low)
if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
const char *msgSource = NULL;
switch (source)
{
case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
default: break;
}
const char *msgType = NULL;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
default: break;
}
const char *msgSeverity = "DEFAULT";
switch (severity)
{
case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
default: break;
}
TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
TRACELOG(LOG_WARNING, " > Type: %s", msgType);
TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
}
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - rlgl functionality
//----------------------------------------------------------------------------------
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
void rlglInit(int width, int height)
{
// Enable OpenGL debug context if required
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
{
glDebugMessageCallback(rlDebugMessageCallback, 0);
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
// Debug context options:
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
// - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
// Init default Shader (customized for GL 3.3 and ES2)
// Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
rlLoadShaderDefault();
RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
// Init default vertex arrays buffers
RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.currentBatch = &RLGL.defaultBatch;
// Init stack matrices (emulating OpenGL 1.1)
for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
// Init internal matrices
RLGL.State.transform = rlMatrixIdentity();
RLGL.State.projection = rlMatrixIdentity();
RLGL.State.modelview = rlMatrixIdentity();
RLGL.State.currentMatrix = &RLGL.State.modelview;
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
// Initialize OpenGL default states
//----------------------------------------------------------
// Init state: Depth test
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
// Init state: Blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
// Init state: Culling
// NOTE: All shapes/models triangles are drawn CCW
glCullFace(GL_BACK); // Cull the back face (default)
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
glEnable(GL_CULL_FACE); // Enable backface culling
// Init state: Cubemap seamless
#if defined(GRAPHICS_API_OPENGL_33)
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
#endif
#if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Store screen size into global variables
RLGL.State.framebufferWidth = width;
RLGL.State.framebufferHeight = height;
TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
//----------------------------------------------------------
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlUnloadRenderBatch(RLGL.defaultBatch);
rlUnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
#endif
}
// Load OpenGL extensions
// NOTE: External loader function must be provided
void rlLoadExtensions(void *loader)
{
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
// Get number of supported extensions
GLint numExt = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
// Get supported extensions list
// WARNING: glGetStringi() not available on OpenGL 2.1
TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
#endif
#if defined(GRAPHICS_API_OPENGL_21)
// Register supported extensions flags
// Optional OpenGL 2.1 extensions
RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
#else
// Register supported extensions flags
// OpenGL 3.3 extensions supported by default (core)
RLGL.ExtSupported.vao = true;
RLGL.ExtSupported.instancing = true;
RLGL.ExtSupported.texNPOT = true;
RLGL.ExtSupported.texFloat32 = true;
RLGL.ExtSupported.texFloat16 = true;
RLGL.ExtSupported.texDepth = true;
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
#endif
// Optional OpenGL 3.3 extensions
RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
#if defined(GRAPHICS_API_OPENGL_43)
RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
#endif
#endif // GRAPHICS_API_OPENGL_33
#if defined(GRAPHICS_API_OPENGL_ES3)
// Register supported extensions flags
// OpenGL ES 3.0 extensions supported by default (or it should be)
RLGL.ExtSupported.vao = true;
RLGL.ExtSupported.instancing = true;
RLGL.ExtSupported.texNPOT = true;
RLGL.ExtSupported.texFloat32 = true;
RLGL.ExtSupported.texFloat16 = true;
RLGL.ExtSupported.texDepth = true;
RLGL.ExtSupported.texDepthWebGL = true;
RLGL.ExtSupported.maxDepthBits = 24;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
// TODO: Check for additional OpenGL ES 3.0 supported extensions:
//RLGL.ExtSupported.texCompDXT = true;
//RLGL.ExtSupported.texCompETC1 = true;
//RLGL.ExtSupported.texCompETC2 = true;
//RLGL.ExtSupported.texCompPVRT = true;
//RLGL.ExtSupported.texCompASTC = true;
//RLGL.ExtSupported.maxAnisotropyLevel = true;
//RLGL.ExtSupported.computeShader = true;
//RLGL.ExtSupported.ssbo = true;
#elif defined(GRAPHICS_API_OPENGL_ES2)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
// TODO: Support GLAD loader for OpenGL ES 3.0
if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
#endif
// Get supported extensions list
GLint numExt = 0;
const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string
int size = strlen(extensions) + 1; // Get extensions string size in bytes
char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
strcpy(extensionsDup, extensions);
extList[numExt] = extensionsDup;
for (int i = 0; i < size; i++)
{
if (extensionsDup[i] == ' ')
{
extensionsDup[i] = '\0';
numExt++;
extList[numExt] = &extensionsDup[i + 1];
}
}
TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
#endif
// Check required extensions
for (int i = 0; i < numExt; i++)
{
// Check VAO support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
{
// The extension is supported by our hardware and driver, try to get related functions pointers
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
}
// Check instanced rendering support
if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
}
else
{
if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
(strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
}
}
// Check NPOT textures support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
// Check texture float support
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
// Check depth texture support
if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
// Check texture compression support: DXT
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
// Check texture compression support: ETC1
if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
// Check texture compression support: ETC2/EAC
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
// Check texture compression support: PVR
if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
// Check texture compression support: ASTC
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
// Check anisotropic texture filter support
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
// Check clamp mirror wrap mode support
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
}
// Free extensions pointers
RL_FREE(extList);
RL_FREE(extensionsDup); // Duplicated string must be deallocated
#endif // GRAPHICS_API_OPENGL_ES2
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
// Show current OpenGL and GLSL version
TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Anisotropy levels capability is an extension
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
// Show some OpenGL GPU capabilities
TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
GLint capability = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
#if !defined(GRAPHICS_API_OPENGL_ES2)
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
#endif
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
RL_FREE(compFormats);
#if defined(GRAPHICS_API_OPENGL_43)
glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
#endif // GRAPHICS_API_OPENGL_43
#else // RLGL_SHOW_GL_DETAILS_INFO
// Show some basic info about GL supported features
if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
#endif // RLGL_SHOW_GL_DETAILS_INFO
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
}
// Get current OpenGL version
int rlGetVersion(void)
{
int glVersion = 0;
#if defined(GRAPHICS_API_OPENGL_11)
glVersion = RL_OPENGL_11;
#endif
#if defined(GRAPHICS_API_OPENGL_21)
glVersion = RL_OPENGL_21;
#elif defined(GRAPHICS_API_OPENGL_43)
glVersion = RL_OPENGL_43;
#elif defined(GRAPHICS_API_OPENGL_33)
glVersion = RL_OPENGL_33;
#endif
#if defined(GRAPHICS_API_OPENGL_ES3)
glVersion = RL_OPENGL_ES_30;
#elif defined(GRAPHICS_API_OPENGL_ES2)
glVersion = RL_OPENGL_ES_20;
#endif
return glVersion;
}
// Set current framebuffer width
void rlSetFramebufferWidth(int width)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.framebufferWidth = width;
#endif
}
// Set current framebuffer height
void rlSetFramebufferHeight(int height)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.framebufferHeight = height;
#endif
}
// Get default framebuffer width
int rlGetFramebufferWidth(void)
{
int width = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
width = RLGL.State.framebufferWidth;
#endif
return width;
}
// Get default framebuffer height
int rlGetFramebufferHeight(void)
{
int height = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
height = RLGL.State.framebufferHeight;
#endif
return height;
}
// Get default internal texture (white texture)
// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
unsigned int rlGetTextureIdDefault(void)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
id = RLGL.State.defaultTextureId;
#endif
return id;
}
// Get default shader id
unsigned int rlGetShaderIdDefault(void)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
id = RLGL.State.defaultShaderId;
#endif
return id;
}
// Get default shader locs
int *rlGetShaderLocsDefault(void)
{
int *locs = NULL;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
locs = RLGL.State.defaultShaderLocs;
#endif
return locs;
}
// Render batch management
//------------------------------------------------------------------------------------------------
// Load render batch
rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
{
rlRenderBatch batch = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
//--------------------------------------------------------------------------------------------
batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
for (int i = 0; i < numBuffers; i++)
{
batch.vertexBuffer[i].elementCount = bufferElements;
batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
#if defined(GRAPHICS_API_OPENGL_33)
batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
#endif
for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
int k = 0;
// Indices can be initialized right now
for (int j = 0; j < (6*bufferElements); j += 6)
{
batch.vertexBuffer[i].indices[j] = 4*k;
batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
batch.vertexBuffer[i].indices[j + 3] = 4*k;
batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
k++;
}
RLGL.State.vertexCounter = 0;
}
TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
//--------------------------------------------------------------------------------------------
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
//--------------------------------------------------------------------------------------------
for (int i = 0; i < numBuffers; i++)
{
if (RLGL.ExtSupported.vao)
{
// Initialize Quads VAO
glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
glBindVertexArray(batch.vertexBuffer[i].vaoId);
}
// Quads - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
#if defined(GRAPHICS_API_OPENGL_33)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#endif
}
TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
// Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
//--------------------------------------------------------------------------------------------
// Init draw calls tracking system
//--------------------------------------------------------------------------------------------
batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
{
batch.draws[i].mode = RL_QUADS;
batch.draws[i].vertexCount = 0;
batch.draws[i].vertexAlignment = 0;
//batch.draws[i].vaoId = 0;
//batch.draws[i].shaderId = 0;
batch.draws[i].textureId = RLGL.State.defaultTextureId;
//batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
//batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
}
batch.bufferCount = numBuffers; // Record buffer count
batch.drawCounter = 1; // Reset draws counter
batch.currentDepth = -1.0f; // Reset depth value
//--------------------------------------------------------------------------------------------
#endif
return batch;
}
// Unload default internal buffers vertex data from CPU and GPU
void rlUnloadRenderBatch(rlRenderBatch batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Unbind everything
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Unload all vertex buffers data
for (int i = 0; i < batch.bufferCount; i++)
{
// Unbind VAO attribs data
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(batch.vertexBuffer[i].vaoId);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindVertexArray(0);
}
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
// Delete VAOs from GPU (VRAM)
if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
// Free vertex arrays memory from CPU (RAM)
RL_FREE(batch.vertexBuffer[i].vertices);
RL_FREE(batch.vertexBuffer[i].texcoords);
RL_FREE(batch.vertexBuffer[i].colors);
RL_FREE(batch.vertexBuffer[i].indices);
}
// Unload arrays
RL_FREE(batch.vertexBuffer);
RL_FREE(batch.draws);
#endif
}
// Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
void rlDrawRenderBatch(rlRenderBatch *batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
if (RLGL.State.vertexCounter > 0)
{
// Activate elements VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// Vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
// Texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
// Colors buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
// NOTE: glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
// allocated pointer immediately even if GPU is still working with the previous data.
// Another option: map the buffer object into client's memory
// Probably this code could be moved somewhere else...
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
// {
// Update vertex data
// }
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
}
//------------------------------------------------------------------------------------------------------------
// Draw batch vertex buffers (considering VR stereo if required)
//------------------------------------------------------------------------------------------------------------
Matrix matProjection = RLGL.State.projection;
Matrix matModelView = RLGL.State.modelview;
int eyeCount = 1;
if (RLGL.State.stereoRender) eyeCount = 2;
for (int eye = 0; eye < eyeCount; eye++)
{
if (eyeCount == 2)
{
// Setup current eye viewport (half screen width)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
// Set current eye projection matrix
rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
}
// Draw buffers
if (RLGL.State.vertexCounter > 0)
{
// Set current shader and upload current MVP matrix
glUseProgram(RLGL.State.currentShaderId);
// Create modelview-projection matrix and upload to shader
Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
float matMVPfloat[16] = {
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
};
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
// Setup some default shader values
glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
{
if (RLGL.State.activeTextureId[i] > 0)
{
glActiveTexture(GL_TEXTURE0 + 1 + i);
glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
}
}
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
{
// Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
else
{
#if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: elementCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
#endif
}
vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
}
if (!RLGL.ExtSupported.vao)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
}
if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
}
// Restore viewport to default measures
if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
//------------------------------------------------------------------------------------------------------------
// Reset batch buffers
//------------------------------------------------------------------------------------------------------------
// Reset vertex counter for next frame
RLGL.State.vertexCounter = 0;
// Reset depth for next draw
batch->currentDepth = -1.0f;
// Restore projection/modelview matrices
RLGL.State.projection = matProjection;
RLGL.State.modelview = matModelView;
// Reset RLGL.currentBatch->draws array
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
{
batch->draws[i].mode = RL_QUADS;
batch->draws[i].vertexCount = 0;
batch->draws[i].textureId = RLGL.State.defaultTextureId;
}
// Reset active texture units for next batch
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
// Reset draws counter to one draw for the batch
batch->drawCounter = 1;
//------------------------------------------------------------------------------------------------------------
// Change to next buffer in the list (in case of multi-buffering)
batch->currentBuffer++;
if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
#endif
}
// Set the active render batch for rlgl
void rlSetRenderBatchActive(rlRenderBatch *batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDrawRenderBatch(RLGL.currentBatch);
if (batch != NULL) RLGL.currentBatch = batch;
else RLGL.currentBatch = &RLGL.defaultBatch;
#endif
}
// Update and draw internal render batch
void rlDrawRenderBatchActive(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
#endif
}
// Check internal buffer overflow for a given number of vertex
// and force a rlRenderBatch draw call if required
bool rlCheckRenderBatchLimit(int vCount)
{
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.State.vertexCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
{
overflow = true;
// Store current primitive drawing mode and texture id
int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
// Restore state of last batch so we can continue adding vertices
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
}
#endif
return overflow;
}
// Textures data management
//-----------------------------------------------------------------------------------------
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
{
unsigned int id = 0;
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
#if defined(GRAPHICS_API_OPENGL_11)
if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
#else
if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
(format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
{
TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
return id;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
{
TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
{
TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
{
TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
{
TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
return id;
}
#endif
#endif // GRAPHICS_API_OPENGL_11
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &id); // Generate texture id
glBindTexture(GL_TEXTURE_2D, id);
int mipWidth = width;
int mipHeight = height;
int mipOffset = 0; // Mipmap data offset, only used for tracelog
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned char *dataPtr = NULL;
if (data != NULL) dataPtr = (unsigned char *)data;
// Load the different mipmap levels
for (int i = 0; i < mipmapCount; i++)
{
unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
if (glInternalFormat != 0)
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
#if !defined(GRAPHICS_API_OPENGL_11)
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
#endif
#if defined(GRAPHICS_API_OPENGL_33)
if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
{
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
{
#if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
#elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
#endif
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
}
mipWidth /= 2;
mipHeight /= 2;
mipOffset += mipSize; // Increment offset position to next mipmap
if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
// Security check for NPOT textures
if (mipWidth < 1) mipWidth = 1;
if (mipHeight < 1) mipHeight = 1;
}
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
if (RLGL.ExtSupported.texNPOT)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
}
else
{
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
}
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
#endif
// Magnification and minification filters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
#if defined(GRAPHICS_API_OPENGL_33)
if (mipmapCount > 1)
{
// Activate Trilinear filtering if mipmaps are available
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
#endif
// At this point we have the texture loaded in GPU and texture parameters configured
// NOTE: If mipmaps were not in data, they are not generated automatically
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
return id;
}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
// NOTE: We let the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
{
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
else glInternalFormat = GL_DEPTH_COMPONENT16;
}
#endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
}
else
{
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenRenderbuffers(1, &id);
glBindRenderbuffer(GL_RENDERBUFFER, id);
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
}
#endif
return id;
}
// Load texture cubemap
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int dataSize = rlGetPixelDataSize(size, size, format);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if (glInternalFormat != 0)
{
// Load cubemap faces
for (unsigned int i = 0; i < 6; i++)
{
if (data == NULL)
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
|| (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
}
else
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
}
#if defined(GRAPHICS_API_OPENGL_33)
if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
{
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
{
#if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
#elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
#endif
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
}
}
// Set cubemap texture sampling parameters
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if defined(GRAPHICS_API_OPENGL_33)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
#endif
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
return id;
}
// Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one...
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
{
glBindTexture(GL_TEXTURE_2D, id);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
}
// Get OpenGL internal formats and data type from raylib PixelFormat
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
{
*glInternalFormat = 0;
*glFormat = 0;
*glType = 0;
switch (format)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
#if !defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_ES3)
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
#else
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
#if defined(GRAPHICS_API_OPENGL_21)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
#else // defined(GRAPHICS_API_OPENGL_ES2)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
#endif
#endif
#endif
#elif defined(GRAPHICS_API_OPENGL_33)
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
}
}
// Unload texture from GPU memory
void rlUnloadTexture(unsigned int id)
{
glDeleteTextures(1, &id);
}
// Generate mipmap data for selected texture
// NOTE: Only supports GPU mipmap generation
void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture(GL_TEXTURE_2D, id);
// Check if texture is power-of-two (POT)
bool texIsPOT = false;
if (((width > 0) && ((width & (width - 1)) == 0)) &&
((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
{
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
#define MIN(a,b) (((a)<(b))? (a):(b))
#define MAX(a,b) (((a)>(b))? (a):(b))
*mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
glBindTexture(GL_TEXTURE_2D, 0);
#else
TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
#endif
}
// Read texture pixel data
void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
{
void *pixels = NULL;
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
unsigned int size = rlGetPixelDataSize(width, height, format);
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
pixels = RL_MALLOC(size);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// glGetTexImage() is not available on OpenGL ES 2.0
// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
// Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
unsigned int fboId = rlLoadFramebuffer(width, height);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glBindTexture(GL_TEXTURE_2D, 0);
// Attach our texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clean up temporal fbo
rlUnloadFramebuffer(fboId);
#endif
return pixels;
}
// Read screen pixel data (color buffer)
unsigned char *rlReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
for (int y = height - 1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
// Set alpha component value to 255 (no trasparent image retrieval)
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
}
}
RL_FREE(screenData);
return imgData; // NOTE: image data should be freed
}
// Framebuffer management (fbo)
//-----------------------------------------------------------------------------------------
// Load a framebuffer to be used for rendering
// NOTE: No textures attached
unsigned int rlLoadFramebuffer(int width, int height)
{
unsigned int fboId = 0;
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glGenFramebuffers(1, &fboId); // Create the framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
#endif
return fboId;
}
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
switch (attachType)
{
case RL_ATTACHMENT_COLOR_CHANNEL0:
case RL_ATTACHMENT_COLOR_CHANNEL1:
case RL_ATTACHMENT_COLOR_CHANNEL2:
case RL_ATTACHMENT_COLOR_CHANNEL3:
case RL_ATTACHMENT_COLOR_CHANNEL4:
case RL_ATTACHMENT_COLOR_CHANNEL5:
case RL_ATTACHMENT_COLOR_CHANNEL6:
case RL_ATTACHMENT_COLOR_CHANNEL7:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
} break;
case RL_ATTACHMENT_DEPTH:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
case RL_ATTACHMENT_STENCIL:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
default: break;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
// Verify render texture is complete
bool rlFramebufferComplete(unsigned int id)
{
bool result = false;
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
default: break;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
result = (status == GL_FRAMEBUFFER_COMPLETE);
#endif
return result;
}
// Unload framebuffer from GPU memory
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
void rlUnloadFramebuffer(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
// Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0, depthId = 0;
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
// TODO: Review warning retrieving object name in WebGL
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// https://registry.khronos.org/webgl/specs/latest/1.0/
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId;
if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
// the texture image is automatically detached from the currently bound framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &id);
TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
#endif
}
// Vertex data management
//-----------------------------------------------------------------------------------------
// Load a new attributes buffer
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
return id;
}
// Load a new attributes element buffer
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers(1, &id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
return id;
}
// Enable vertex buffer (VBO)
void rlEnableVertexBuffer(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, id);
#endif
}
// Disable vertex buffer (VBO)
void rlDisableVertexBuffer(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}
// Enable vertex buffer element (VBO element)
void rlEnableVertexBufferElement(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
#endif
}
// Disable vertex buffer element (VBO element)
void rlDisableVertexBufferElement(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
}
// Update vertex buffer with new data
// NOTE: dataSize and offset must be provided in bytes
void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
#endif
}
// Update vertex buffer elements with new data
// NOTE: dataSize and offset must be provided in bytes
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
#endif
}
// Enable vertex array object (VAO)
bool rlEnableVertexArray(unsigned int vaoId)
{
bool result = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(vaoId);
result = true;
}
#endif
return result;
}
// Disable vertex array object (VAO)
void rlDisableVertexArray(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
#endif
}
// Enable vertex attribute index
void rlEnableVertexAttribute(unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glEnableVertexAttribArray(index);
#endif
}
// Disable vertex attribute index
void rlDisableVertexAttribute(unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDisableVertexAttribArray(index);
#endif
}
// Draw vertex array
void rlDrawVertexArray(int offset, int count)
{
glDrawArrays(GL_TRIANGLES, offset, count);
}
// Draw vertex array elements
void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
{
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short *bufferPtr = (unsigned short *)buffer;
if (offset > 0) bufferPtr += offset;
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
}
// Draw vertex array instanced
void rlDrawVertexArrayInstanced(int offset, int count, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
#endif
}
// Draw vertex array elements instanced
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short *bufferPtr = (unsigned short *)buffer;
if (offset > 0) bufferPtr += offset;
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
#endif
}
#if defined(GRAPHICS_API_OPENGL_11)
// Enable vertex state pointer
void rlEnableStatePointer(int vertexAttribType, void *buffer)
{
if (buffer != NULL) glEnableClientState(vertexAttribType);
switch (vertexAttribType)
{
case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
default: break;
}
}
// Disable vertex state pointer
void rlDisableStatePointer(int vertexAttribType)
{
glDisableClientState(vertexAttribType);
}
#endif
// Load vertex array object (VAO)
unsigned int rlLoadVertexArray(void)
{
unsigned int vaoId = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
glGenVertexArrays(1, &vaoId);
}
#endif
return vaoId;
}
// Set vertex attribute
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
#endif
}
// Set vertex attribute divisor
void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribDivisor(index, divisor);
#endif
}
// Unload vertex array object (VAO)
void rlUnloadVertexArray(unsigned int vaoId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &vaoId);
TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
}
#endif
}
// Unload vertex buffer (VBO)
void rlUnloadVertexBuffer(unsigned int vboId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteBuffers(1, &vboId);
//TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
#endif
}
// Shaders management
//-----------------------------------------------------------------------------------------------
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = 0;
unsigned int fragmentShaderId = 0;
// Compile vertex shader (if provided)
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
// In case no vertex shader was provided or compilation failed, we use default vertex shader
if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
// Compile fragment shader (if provided)
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
// In case no fragment shader was provided or compilation failed, we use default fragment shader
if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else
{
// One of or both shader are new, we need to compile a new shader program
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
// We can detach and delete vertex/fragment shaders (if not default ones)
// NOTE: We detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
// In case shader program loading failed, we assign default shader
if (id == 0)
{
// In case shader loading fails, we return the default shader
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
id = RLGL.State.defaultShaderId;
}
/*
else
{
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
char name[256] = { 0 }; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
}
*/
}
#endif
return id;
}
// Compile custom shader and return shader id
unsigned int rlCompileShader(const char *shaderCode, int type)
{
unsigned int shader = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader = glCreateShader(type);
glShaderSource(shader, 1, &shaderCode, NULL);
GLint success = 0;
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
{
switch (type)
{
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
//case GL_GEOMETRY_SHADER:
#if defined(GRAPHICS_API_OPENGL_43)
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
#endif
default: break;
}
int maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
glGetShaderInfoLog(shader, maxLength, &length, log);
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
RL_FREE(log);
}
}
else
{
switch (type)
{
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
//case GL_GEOMETRY_SHADER:
#if defined(GRAPHICS_API_OPENGL_43)
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
#endif
default: break;
}
}
#endif
return shader;
}
// Load custom shader strings and return program id
unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLint success = 0;
program = glCreateProgram();
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be Bound before linking
glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
glLinkProgram(program);
// NOTE: All uniform variables are intitialised to 0 when a program links
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == GL_FALSE)
{
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
int maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
glGetProgramInfoLog(program, maxLength, &length, log);
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
RL_FREE(log);
}
glDeleteProgram(program);
program = 0;
}
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
}
#endif
return program;
}
// Unload shader program
void rlUnloadShaderProgram(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram(id);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
#endif
}
// Get shader location uniform
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shaderId, uniformName);
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
#endif
return location;
}
// Get shader location attribute
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shaderId, attribName);
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
#endif
return location;
}
// Set shader value uniform
void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (uniformType)
{
case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
}
#endif
}
// Set shader value attribute
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (attribType)
{
case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
}
#endif
}
// Set shader value uniform matrix
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
float matfloat[16] = {
mat.m0, mat.m1, mat.m2, mat.m3,
mat.m4, mat.m5, mat.m6, mat.m7,
mat.m8, mat.m9, mat.m10, mat.m11,
mat.m12, mat.m13, mat.m14, mat.m15
};
glUniformMatrix4fv(locIndex, 1, false, matfloat);
#endif
}
// Set shader value uniform sampler
void rlSetUniformSampler(int locIndex, unsigned int textureId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Check if texture is already active
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
// Register a new active texture for the internal batch system
// NOTE: Default texture is always activated as GL_TEXTURE0
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
{
if (RLGL.State.activeTextureId[i] == 0)
{
glUniform1i(locIndex, 1 + i); // Activate new texture unit
RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
break;
}
}
#endif
}
// Set shader currently active (id and locations)
void rlSetShader(unsigned int id, int *locs)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentShaderId != id)
{
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.State.currentShaderId = id;
RLGL.State.currentShaderLocs = locs;
}
#endif
}
// Load compute shader program
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_43)
GLint success = 0;
program = glCreateProgram();
glAttachShader(program, shaderId);
glLinkProgram(program);
// NOTE: All uniform variables are intitialised to 0 when a program links
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == GL_FALSE)
{
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
int maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
glGetProgramInfoLog(program, maxLength, &length, log);
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
RL_FREE(log);
}
glDeleteProgram(program);
program = 0;
}
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
}
#endif
return program;
}
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
{
#if defined(GRAPHICS_API_OPENGL_43)
glDispatchCompute(groupX, groupY, groupZ);
#endif
}
// Load shader storage buffer object (SSBO)
unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
{
unsigned int ssbo = 0;
#if defined(GRAPHICS_API_OPENGL_43)
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
#endif
return ssbo;
}
// Unload shader storage buffer object (SSBO)
void rlUnloadShaderBuffer(unsigned int ssboId)
{
#if defined(GRAPHICS_API_OPENGL_43)
glDeleteBuffers(1, &ssboId);
#endif
}
// Update SSBO buffer data
void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
#endif
}
// Get SSBO buffer size
unsigned int rlGetShaderBufferSize(unsigned int id)
{
long long size = 0;
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
#endif
return (size > 0)? (unsigned int)size : 0;
}
// Read SSBO buffer data (GPU->CPU)
void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
#endif
}
// Bind SSBO buffer
void rlBindShaderBuffer(unsigned int id, unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
#endif
}
// Copy SSBO buffer data
void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
#endif
}
// Bind image texture
void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
{
#if defined(GRAPHICS_API_OPENGL_43)
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
#endif
}
// Matrix state management
//-----------------------------------------------------------------------------------------
// Get internal modelview matrix
Matrix rlGetMatrixModelview(void)
{
Matrix matrix = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
matrix.m0 = mat[0];
matrix.m1 = mat[1];
matrix.m2 = mat[2];
matrix.m3 = mat[3];
matrix.m4 = mat[4];
matrix.m5 = mat[5];
matrix.m6 = mat[6];
matrix.m7 = mat[7];
matrix.m8 = mat[8];
matrix.m9 = mat[9];
matrix.m10 = mat[10];
matrix.m11 = mat[11];
matrix.m12 = mat[12];
matrix.m13 = mat[13];
matrix.m14 = mat[14];
matrix.m15 = mat[15];
#else
matrix = RLGL.State.modelview;
#endif
return matrix;
}
// Get internal projection matrix
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
Matrix m;
m.m0 = mat[0];
m.m1 = mat[1];
m.m2 = mat[2];
m.m3 = mat[3];
m.m4 = mat[4];
m.m5 = mat[5];
m.m6 = mat[6];
m.m7 = mat[7];
m.m8 = mat[8];
m.m9 = mat[9];
m.m10 = mat[10];
m.m11 = mat[11];
m.m12 = mat[12];
m.m13 = mat[13];
m.m14 = mat[14];
m.m15 = mat[15];
return m;
#else
return RLGL.State.projection;
#endif
}
// Get internal accumulated transform matrix
Matrix rlGetMatrixTransform(void)
{
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Consider possible transform matrices in the RLGL.State.stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
//Matrix matStackTransform = rlMatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform;
#endif
return mat;
}
// Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
{
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.projectionStereo[eye];
#endif
return mat;
}
// Get internal view offset matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
{
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.viewOffsetStereo[eye];
#endif
return mat;
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void rlSetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.modelview = view;
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void rlSetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projection = projection;
#endif
}
// Set eyes projection matrices for stereo rendering
void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projectionStereo[0] = right;
RLGL.State.projectionStereo[1] = left;
#endif
}
// Set eyes view offsets matrices for stereo rendering
void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.viewOffsetStereo[0] = right;
RLGL.State.viewOffsetStereo[1] = left;
#endif
}
// Load and draw a quad in NDC
void rlLoadDrawQuad(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int quadVAO = 0;
unsigned int quadVBO = 0;
float vertices[] = {
// Positions Texcoords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// Gen VAO to contain VBO
glGenVertexArrays(1, &quadVAO);
glBindVertexArray(quadVAO);
// Gen and fill vertex buffer (VBO)
glGenBuffers(1, &quadVBO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
// Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
// Draw quad
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// Delete buffers (VBO and VAO)
glDeleteBuffers(1, &quadVBO);
glDeleteVertexArrays(1, &quadVAO);
#endif
}
// Load and draw a cube in NDC
void rlLoadDrawCube(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
float vertices[] = {
// Positions Normals Texcoords
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
// Gen VAO to contain VBO
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
// Gen and fill vertex buffer (VBO)
glGenBuffers(1, &cubeVBO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Bind vertex attributes (position, normals, texcoords)
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Draw cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// Delete VBO and VAO
glDeleteBuffers(1, &cubeVBO);
glDeleteVertexArrays(1, &cubeVAO);
#endif
}
// Get name string for pixel format
const char *rlGetPixelFormatName(unsigned int format)
{
switch (format)
{
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
default: return "UNKNOWN"; break;
}
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for internal buffers
// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
static void rlLoadShaderDefault(void)
{
RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
// Vertex shader directly defined, no external file required
const char *defaultVShaderCode =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#endif
"uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
const char *defaultFShaderCode =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"uniform sampler2D texture0; \n"
"uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
"} \n";
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
"uniform sampler2D texture0; \n"
"uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" finalColor = texelColor*colDiffuse*fragColor; \n"
"} \n";
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"uniform sampler2D texture0; \n"
"uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
"} \n";
#endif
// NOTE: Compiled vertex/fragment shaders are not deleted,
// they are kept for re-use as default shaders in case some shader loading fails
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
if (RLGL.State.defaultShaderId > 0)
{
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
// Set default shader locations: attributes locations
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
// Set default shader locations: uniform locations
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
}
else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
}
// Unload default shader
// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
static void rlUnloadShaderDefault(void)
{
glUseProgram(0);
glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
glDeleteShader(RLGL.State.defaultVShaderId);
glDeleteShader(RLGL.State.defaultFShaderId);
glDeleteProgram(RLGL.State.defaultShaderId);
RL_FREE(RLGL.State.defaultShaderLocs);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
}
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
// Get compressed format official GL identifier name
static const char *rlGetCompressedFormatName(int format)
{
switch (format)
{
// GL_EXT_texture_compression_s3tc
case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
// GL_3DFX_texture_compression_FXT1
case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
// GL_IMG_texture_compression_pvrtc
case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
// GL_OES_compressed_ETC1_RGB8_texture
case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
// GL_ARB_texture_compression_rgtc
case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
// GL_ARB_texture_compression_bptc
case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
// GL_ARB_ES3_compatibility
case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
// GL_KHR_texture_compression_astc_hdr
case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
default: return "GL_COMPRESSED_UNKNOWN"; break;
}
}
#endif // RLGL_SHOW_GL_DETAILS_INFO
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
static int rlGetPixelDataSize(int width, int height, int format)
{
int dataSize = 0; // Size in bytes
int bpp = 0; // Bits per pixel
switch (format)
{
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
default: break;
}
dataSize = width*height*bpp/8; // Total data size in bytes
// Most compressed formats works on 4x4 blocks,
// if texture is smaller, minimum dataSize is 8 or 16
if ((width < 4) && (height < 4))
{
if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
}
return dataSize;
}
// Auxiliar math functions
// Get identity matrix
static Matrix rlMatrixIdentity(void)
{
Matrix result = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
return result;
}
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
static Matrix rlMatrixMultiply(Matrix left, Matrix right)
{
Matrix result = { 0 };
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
return result;
}
#endif // RLGL_IMPLEMENTATION
|
0 | repos/zig_workbench/BaseRayLib/lib | repos/zig_workbench/BaseRayLib/lib/raylib/raylib.h | /**********************************************************************************************
*
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
* NOTES:
* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
*
*
* LICENSE: zlib/libpng
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYLIB_H
#define RAYLIB_H
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 0
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.0"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
#if defined(_WIN32)
#if defined(BUILD_LIBTYPE_SHARED)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#endif
#ifndef RLAPI
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(ptr,sz) realloc(ptr,sz)
#endif
#ifndef RL_FREE
#define RL_FREE(ptr) free(ptr)
#endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
#if defined(__cplusplus)
#define CLITERAL(type) type
#else
#define CLITERAL(type) (type)
#endif
// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
#error "C++11 or later is required. Add -std=c++11"
#endif
// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
#define RL_COLOR_TYPE
#define RL_RECTANGLE_TYPE
#define RL_VECTOR2_TYPE
#define RL_VECTOR3_TYPE
#define RL_VECTOR4_TYPE
#define RL_QUATERNION_TYPE
#define RL_MATRIX_TYPE
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
typedef enum bool { false = 0, true = !false } bool;
#define RL_BOOL_TYPE
#endif
// Vector2, 2 components
typedef struct Vector2 {
float x; // Vector x component
float y; // Vector y component
} Vector2;
// Vector3, 3 components
typedef struct Vector3 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
} Vector3;
// Vector4, 4 components
typedef struct Vector4 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
float w; // Vector w component
} Vector4;
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {
unsigned char r; // Color red value
unsigned char g; // Color green value
unsigned char b; // Color blue value
unsigned char a; // Color alpha value
} Color;
// Rectangle, 4 components
typedef struct Rectangle {
float x; // Rectangle top-left corner position x
float y; // Rectangle top-left corner position y
float width; // Rectangle width
float height; // Rectangle height
} Rectangle;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Image;
// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Texture;
// Texture2D, same as Texture
typedef Texture Texture2D;
// TextureCubemap, same as Texture
typedef Texture TextureCubemap;
// RenderTexture, fbo for texture rendering
typedef struct RenderTexture {
unsigned int id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture
} RenderTexture;
// RenderTexture2D, same as RenderTexture
typedef RenderTexture RenderTexture2D;
// NPatchInfo, n-patch layout info
typedef struct NPatchInfo {
Rectangle source; // Texture source rectangle
int left; // Left border offset
int top; // Top border offset
int right; // Right border offset
int bottom; // Bottom border offset
int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo;
// GlyphInfo, font characters glyphs info
typedef struct GlyphInfo {
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
} GlyphInfo;
// Font, font texture and GlyphInfo array data
typedef struct Font {
int baseSize; // Base size (default chars height)
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2D texture; // Texture atlas containing the glyphs
Rectangle *recs; // Rectangles in texture for the glyphs
GlyphInfo *glyphs; // Glyphs info data
} Font;
// Camera, defines position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Mesh, vertex data and vao/vbo
typedef struct Mesh {
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
// Vertex attributes data
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
} Mesh;
// Shader
typedef struct Shader {
unsigned int id; // Shader program id
int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} Shader;
// MaterialMap
typedef struct MaterialMap {
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} MaterialMap;
// Material, includes shader and maps
typedef struct Material {
Shader shader; // Material shader
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
float params[4]; // Material generic parameters (if required)
} Material;
// Transform, vertex transformation data
typedef struct Transform {
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} Transform;
// Bone, skeletal animation bone
typedef struct BoneInfo {
char name[32]; // Bone name
int parent; // Bone parent
} BoneInfo;
// Model, meshes, materials and animation data
typedef struct Model {
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
int materialCount; // Number of materials
Mesh *meshes; // Meshes array
Material *materials; // Materials array
int *meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
Transform *bindPose; // Bones base transformation (pose)
} Model;
// ModelAnimation
typedef struct ModelAnimation {
int boneCount; // Number of bones
int frameCount; // Number of animation frames
BoneInfo *bones; // Bones information (skeleton)
Transform **framePoses; // Poses array by frame
char name[32]; // Animation name
} ModelAnimation;
// Ray, ray for raycasting
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// RayCollision, ray hit information
typedef struct RayCollision {
bool hit; // Did the ray hit something?
float distance; // Distance to the nearest hit
Vector3 point; // Point of the nearest hit
Vector3 normal; // Surface normal of hit
} RayCollision;
// BoundingBox
typedef struct BoundingBox {
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} BoundingBox;
// Wave, audio wave data
typedef struct Wave {
unsigned int frameCount; // Total number of frames (considering channels)
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
void *data; // Buffer data pointer
} Wave;
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
typedef struct rAudioBuffer rAudioBuffer;
typedef struct rAudioProcessor rAudioProcessor;
// AudioStream, custom audio stream
typedef struct AudioStream {
rAudioBuffer *buffer; // Pointer to internal data used by the audio system
rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
} AudioStream;
// Sound
typedef struct Sound {
AudioStream stream; // Audio stream
unsigned int frameCount; // Total number of frames (considering channels)
} Sound;
// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music {
AudioStream stream; // Audio stream
unsigned int frameCount; // Total number of frames (considering channels)
bool looping; // Music looping enable
int ctxType; // Type of music context (audio filetype)
void *ctxData; // Audio context data, depends on type
} Music;
// VrDeviceInfo, Head-Mounted-Display device parameters
typedef struct VrDeviceInfo {
int hResolution; // Horizontal resolution in pixels
int vResolution; // Vertical resolution in pixels
float hScreenSize; // Horizontal size in meters
float vScreenSize; // Vertical size in meters
float vScreenCenter; // Screen center in meters
float eyeToScreenDistance; // Distance between eye and display in meters
float lensSeparationDistance; // Lens separation distance in meters
float interpupillaryDistance; // IPD (distance between pupils) in meters
float lensDistortionValues[4]; // Lens distortion constant parameters
float chromaAbCorrection[4]; // Chromatic aberration correction parameters
} VrDeviceInfo;
// VrStereoConfig, VR stereo rendering configuration for simulator
typedef struct VrStereoConfig {
Matrix projection[2]; // VR projection matrices (per eye)
Matrix viewOffset[2]; // VR view offset matrices (per eye)
float leftLensCenter[2]; // VR left lens center
float rightLensCenter[2]; // VR right lens center
float leftScreenCenter[2]; // VR left screen center
float rightScreenCenter[2]; // VR right screen center
float scale[2]; // VR distortion scale
float scaleIn[2]; // VR distortion scale in
} VrStereoConfig;
// File path list
typedef struct FilePathList {
unsigned int capacity; // Filepaths max entries
unsigned int count; // Filepaths entries count
char **paths; // Filepaths entries
} FilePathList;
// Automation event
typedef struct AutomationEvent {
unsigned int frame; // Event frame
unsigned int type; // Event type (AutomationEventType)
int params[4]; // Event parameters (if required)
} AutomationEvent;
// Automation event list
typedef struct AutomationEventList {
unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
unsigned int count; // Events entries count
AutomationEvent *events; // Events entries
} AutomationEventList;
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
typedef enum {
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags;
// Trace log level
// NOTE: Organized by priority level
typedef enum {
LOG_ALL = 0, // Display all logs
LOG_TRACE, // Trace logging, intended for internal use only
LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO, // Info logging, used for program execution info
LOG_WARNING, // Warning logging, used on recoverable failures
LOG_ERROR, // Error logging, used on unrecoverable failures
LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE // Disable logging
} TraceLogLevel;
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
typedef enum {
KEY_NULL = 0, // Key: NULL, used for no key pressed
// Alphanumeric keys
KEY_APOSTROPHE = 39, // Key: '
KEY_COMMA = 44, // Key: ,
KEY_MINUS = 45, // Key: -
KEY_PERIOD = 46, // Key: .
KEY_SLASH = 47, // Key: /
KEY_ZERO = 48, // Key: 0
KEY_ONE = 49, // Key: 1
KEY_TWO = 50, // Key: 2
KEY_THREE = 51, // Key: 3
KEY_FOUR = 52, // Key: 4
KEY_FIVE = 53, // Key: 5
KEY_SIX = 54, // Key: 6
KEY_SEVEN = 55, // Key: 7
KEY_EIGHT = 56, // Key: 8
KEY_NINE = 57, // Key: 9
KEY_SEMICOLON = 59, // Key: ;
KEY_EQUAL = 61, // Key: =
KEY_A = 65, // Key: A | a
KEY_B = 66, // Key: B | b
KEY_C = 67, // Key: C | c
KEY_D = 68, // Key: D | d
KEY_E = 69, // Key: E | e
KEY_F = 70, // Key: F | f
KEY_G = 71, // Key: G | g
KEY_H = 72, // Key: H | h
KEY_I = 73, // Key: I | i
KEY_J = 74, // Key: J | j
KEY_K = 75, // Key: K | k
KEY_L = 76, // Key: L | l
KEY_M = 77, // Key: M | m
KEY_N = 78, // Key: N | n
KEY_O = 79, // Key: O | o
KEY_P = 80, // Key: P | p
KEY_Q = 81, // Key: Q | q
KEY_R = 82, // Key: R | r
KEY_S = 83, // Key: S | s
KEY_T = 84, // Key: T | t
KEY_U = 85, // Key: U | u
KEY_V = 86, // Key: V | v
KEY_W = 87, // Key: W | w
KEY_X = 88, // Key: X | x
KEY_Y = 89, // Key: Y | y
KEY_Z = 90, // Key: Z | z
KEY_LEFT_BRACKET = 91, // Key: [
KEY_BACKSLASH = 92, // Key: '\'
KEY_RIGHT_BRACKET = 93, // Key: ]
KEY_GRAVE = 96, // Key: `
// Function keys
KEY_SPACE = 32, // Key: Space
KEY_ESCAPE = 256, // Key: Esc
KEY_ENTER = 257, // Key: Enter
KEY_TAB = 258, // Key: Tab
KEY_BACKSPACE = 259, // Key: Backspace
KEY_INSERT = 260, // Key: Ins
KEY_DELETE = 261, // Key: Del
KEY_RIGHT = 262, // Key: Cursor right
KEY_LEFT = 263, // Key: Cursor left
KEY_DOWN = 264, // Key: Cursor down
KEY_UP = 265, // Key: Cursor up
KEY_PAGE_UP = 266, // Key: Page up
KEY_PAGE_DOWN = 267, // Key: Page down
KEY_HOME = 268, // Key: Home
KEY_END = 269, // Key: End
KEY_CAPS_LOCK = 280, // Key: Caps lock
KEY_SCROLL_LOCK = 281, // Key: Scroll down
KEY_NUM_LOCK = 282, // Key: Num lock
KEY_PRINT_SCREEN = 283, // Key: Print screen
KEY_PAUSE = 284, // Key: Pause
KEY_F1 = 290, // Key: F1
KEY_F2 = 291, // Key: F2
KEY_F3 = 292, // Key: F3
KEY_F4 = 293, // Key: F4
KEY_F5 = 294, // Key: F5
KEY_F6 = 295, // Key: F6
KEY_F7 = 296, // Key: F7
KEY_F8 = 297, // Key: F8
KEY_F9 = 298, // Key: F9
KEY_F10 = 299, // Key: F10
KEY_F11 = 300, // Key: F11
KEY_F12 = 301, // Key: F12
KEY_LEFT_SHIFT = 340, // Key: Shift left
KEY_LEFT_CONTROL = 341, // Key: Control left
KEY_LEFT_ALT = 342, // Key: Alt left
KEY_LEFT_SUPER = 343, // Key: Super left
KEY_RIGHT_SHIFT = 344, // Key: Shift right
KEY_RIGHT_CONTROL = 345, // Key: Control right
KEY_RIGHT_ALT = 346, // Key: Alt right
KEY_RIGHT_SUPER = 347, // Key: Super right
KEY_KB_MENU = 348, // Key: KB menu
// Keypad keys
KEY_KP_0 = 320, // Key: Keypad 0
KEY_KP_1 = 321, // Key: Keypad 1
KEY_KP_2 = 322, // Key: Keypad 2
KEY_KP_3 = 323, // Key: Keypad 3
KEY_KP_4 = 324, // Key: Keypad 4
KEY_KP_5 = 325, // Key: Keypad 5
KEY_KP_6 = 326, // Key: Keypad 6
KEY_KP_7 = 327, // Key: Keypad 7
KEY_KP_8 = 328, // Key: Keypad 8
KEY_KP_9 = 329, // Key: Keypad 9
KEY_KP_DECIMAL = 330, // Key: Keypad .
KEY_KP_DIVIDE = 331, // Key: Keypad /
KEY_KP_MULTIPLY = 332, // Key: Keypad *
KEY_KP_SUBTRACT = 333, // Key: Keypad -
KEY_KP_ADD = 334, // Key: Keypad +
KEY_KP_ENTER = 335, // Key: Keypad Enter
KEY_KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
KEY_BACK = 4, // Key: Android back button
KEY_MENU = 82, // Key: Android menu button
KEY_VOLUME_UP = 24, // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey;
// Add backwards compatibility support for deprecated names
#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
// Mouse buttons
typedef enum {
MOUSE_BUTTON_LEFT = 0, // Mouse button left
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
} MouseButton;
// Mouse cursor
typedef enum {
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
MOUSE_CURSOR_ARROW = 1, // Arrow shape
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor;
// Gamepad buttons
typedef enum {
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton;
// Gamepad axis
typedef enum {
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} GamepadAxis;
// Material map index
typedef enum {
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL, // Normal material
MATERIAL_MAP_ROUGHNESS, // Roughness material
MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
MATERIAL_MAP_EMISSION, // Emission material
MATERIAL_MAP_HEIGHT, // Heightmap material
MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF // Brdf material
} MaterialMapIndex;
#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
// Shader location index
typedef enum {
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum {
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT, // Shader uniform type: int
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType;
// Shader attribute data types
typedef enum {
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} ShaderAttributeDataType;
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR, // Linear filtering
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;
// Cubemap layouts
typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
} BlendMode;
// Gesture
// NOTE: Provided as bit-wise flags to enable only desired gestures
typedef enum {
GESTURE_NONE = 0, // No gesture
GESTURE_TAP = 1, // Tap gesture
GESTURE_DOUBLETAP = 2, // Double tap gesture
GESTURE_HOLD = 4, // Hold gesture
GESTURE_DRAG = 8, // Drag gesture
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
GESTURE_SWIPE_UP = 64, // Swipe up gesture
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
GESTURE_PINCH_IN = 256, // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
} Gesture;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0, // Custom camera
CAMERA_FREE, // Free camera
CAMERA_ORBITAL, // Orbital camera
CAMERA_FIRST_PERSON, // First person camera
CAMERA_THIRD_PERSON // Third person camera
} CameraMode;
// Camera projection
typedef enum {
CAMERA_PERSPECTIVE = 0, // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection;
// N-patch layout
typedef enum {
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout;
// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
// Drawing-related functions
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
RLAPI int GetFPS(void); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
// Random values generation functions
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
// Misc. functions
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------
// File system functions
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
// Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Get mouse position X
RLAPI int GetMouseY(void); // Get mouse position Y
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
RLAPI int GetTouchPointCount(void); // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
RLAPI float GetMasterVolume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
#if defined(__cplusplus)
}
#endif
#endif // RAYLIB_H
|
0 | repos/zig_workbench/BaseRayLib/lib | repos/zig_workbench/BaseRayLib/lib/raylib/raymath.h | /**********************************************************************************************
*
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
*
* CONVENTIONS:
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
* math operations performed by the library consider the structure as it was column-major
* It is like transposed versions of the matrices are used for all the maths
* It benefits some functions making them cache-friendly and also avoids matrix
* transpositions sometimes required by OpenGL
* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
* - Functions are always self-contained, no function use another raymath function inside,
* required code is directly re-implemented inside
* - Functions input parameters are always received by value (2 unavoidable exceptions)
* - Functions use always a "result" variable for return
* - Functions are always defined inline
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
* - No compound literals used to make sure libray is compatible with C++
*
* CONFIGURATION:
* #define RAYMATH_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYMATH_STATIC_INLINE
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYMATH_H
#define RAYMATH_H
#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
#error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
#endif
// Function specifiers definition
#if defined(RAYMATH_IMPLEMENTATION)
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RMAPI extern inline // Provide external definition
#endif
#elif defined(RAYMATH_STATIC_INLINE)
#define RMAPI static inline // Functions may be inlined, no external out-of-line definition
#else
#if defined(__TINYC__)
#define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
#else
#define RMAPI inline // Functions may be inlined or external definition used
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#ifndef EPSILON
#define EPSILON 0.000001f
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
// Get float vector for Matrix
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
#endif
// Get float vector for Vector3
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if !defined(RL_VECTOR2_TYPE)
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
#define RL_VECTOR2_TYPE
#endif
#if !defined(RL_VECTOR3_TYPE)
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
#define RL_VECTOR3_TYPE
#endif
#if !defined(RL_VECTOR4_TYPE)
// Vector4 type
typedef struct Vector4 {
float x;
float y;
float z;
float w;
} Vector4;
#define RL_VECTOR4_TYPE
#endif
#if !defined(RL_QUATERNION_TYPE)
// Quaternion type
typedef Vector4 Quaternion;
#define RL_QUATERNION_TYPE
#endif
#if !defined(RL_MATRIX_TYPE)
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// NOTE: Helper types to be used instead of array return types for *ToFloat functions
typedef struct float3 {
float v[3];
} float3;
typedef struct float16 {
float v[16];
} float16;
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
//----------------------------------------------------------------------------------
// Module Functions Definition - Utils math
//----------------------------------------------------------------------------------
// Clamp float value
RMAPI float Clamp(float value, float min, float max)
{
float result = (value < min)? min : value;
if (result > max) result = max;
return result;
}
// Calculate linear interpolation between two floats
RMAPI float Lerp(float start, float end, float amount)
{
float result = start + amount*(end - start);
return result;
}
// Normalize input value within input range
RMAPI float Normalize(float value, float start, float end)
{
float result = (value - start)/(end - start);
return result;
}
// Remap input value within input range to output range
RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
{
float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
return result;
}
// Wrap input value from min to max
RMAPI float Wrap(float value, float min, float max)
{
float result = value - (max - min)*floorf((value - min)/(max - min));
return result;
}
// Check whether two given floats are almost equal
RMAPI int FloatEquals(float x, float y)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector2 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
RMAPI Vector2 Vector2Zero(void)
{
Vector2 result = { 0.0f, 0.0f };
return result;
}
// Vector with components value 1.0f
RMAPI Vector2 Vector2One(void)
{
Vector2 result = { 1.0f, 1.0f };
return result;
}
// Add two vectors (v1 + v2)
RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x + v2.x, v1.y + v2.y };
return result;
}
// Add vector and float value
RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
{
Vector2 result = { v.x + add, v.y + add };
return result;
}
// Subtract two vectors (v1 - v2)
RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x - v2.x, v1.y - v2.y };
return result;
}
// Subtract vector by float value
RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
{
Vector2 result = { v.x - sub, v.y - sub };
return result;
}
// Calculate vector length
RMAPI float Vector2Length(Vector2 v)
{
float result = sqrtf((v.x*v.x) + (v.y*v.y));
return result;
}
// Calculate vector square length
RMAPI float Vector2LengthSqr(Vector2 v)
{
float result = (v.x*v.x) + (v.y*v.y);
return result;
}
// Calculate two vectors dot product
RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
float result = (v1.x*v2.x + v1.y*v2.y);
return result;
}
// Calculate distance between two vectors
RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
{
float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
return result;
}
// Calculate square distance between two vectors
RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
{
float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
return result;
}
// Calculate angle between two vectors
// NOTE: Angle is calculated from origin point (0, 0)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = 0.0f;
float dot = v1.x*v2.x + v1.y*v2.y;
float det = v1.x*v2.y - v1.y*v2.x;
result = atan2f(det, dot);
return result;
}
// Calculate angle defined by a two vectors line
// NOTE: Parameters need to be normalized
// Current implementation should be aligned with glm::angle
RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = 0.0f;
// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
result = -atan2f(end.y - start.y, end.x - start.x);
return result;
}
// Scale vector (multiply by value)
RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
{
Vector2 result = { v.x*scale, v.y*scale };
return result;
}
// Multiply vector by vector
RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
return result;
}
// Negate vector
RMAPI Vector2 Vector2Negate(Vector2 v)
{
Vector2 result = { -v.x, -v.y };
return result;
}
// Divide vector by vector
RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
return result;
}
// Normalize provided vector
RMAPI Vector2 Vector2Normalize(Vector2 v)
{
Vector2 result = { 0 };
float length = sqrtf((v.x*v.x) + (v.y*v.y));
if (length > 0)
{
float ilength = 1.0f/length;
result.x = v.x*ilength;
result.y = v.y*ilength;
}
return result;
}
// Transforms a Vector2 by a given Matrix
RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
{
Vector2 result = { 0 };
float x = v.x;
float y = v.y;
float z = 0;
result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
return result;
}
// Calculate linear interpolation between two vectors
RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
{
Vector2 result = { 0 };
result.x = v1.x + amount*(v2.x - v1.x);
result.y = v1.y + amount*(v2.y - v1.y);
return result;
}
// Calculate reflected vector to normal
RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
{
Vector2 result = { 0 };
float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
result.x = v.x - (2.0f*normal.x)*dotProduct;
result.y = v.y - (2.0f*normal.y)*dotProduct;
return result;
}
// Rotate vector by angle
RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
{
Vector2 result = { 0 };
float cosres = cosf(angle);
float sinres = sinf(angle);
result.x = v.x*cosres - v.y*sinres;
result.y = v.x*sinres + v.y*cosres;
return result;
}
// Move Vector towards target
RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
{
Vector2 result = { 0 };
float dx = target.x - v.x;
float dy = target.y - v.y;
float value = (dx*dx) + (dy*dy);
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
float dist = sqrtf(value);
result.x = v.x + dx/dist*maxDistance;
result.y = v.y + dy/dist*maxDistance;
return result;
}
// Invert the given vector
RMAPI Vector2 Vector2Invert(Vector2 v)
{
Vector2 result = { 1.0f/v.x, 1.0f/v.y };
return result;
}
// Clamp the components of the vector between
// min and max values specified by the given vectors
RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
{
Vector2 result = { 0 };
result.x = fminf(max.x, fmaxf(min.x, v.x));
result.y = fminf(max.y, fmaxf(min.y, v.y));
return result;
}
// Clamp the magnitude of the vector between two min and max values
RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
{
Vector2 result = v;
float length = (v.x*v.x) + (v.y*v.y);
if (length > 0.0f)
{
length = sqrtf(length);
if (length < min)
{
float scale = min/length;
result.x = v.x*scale;
result.y = v.y*scale;
}
else if (length > max)
{
float scale = max/length;
result.x = v.x*scale;
result.y = v.y*scale;
}
}
return result;
}
// Check whether two given vectors are almost equal
RMAPI int Vector2Equals(Vector2 p, Vector2 q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
RMAPI Vector3 Vector3Zero(void)
{
Vector3 result = { 0.0f, 0.0f, 0.0f };
return result;
}
// Vector with components value 1.0f
RMAPI Vector3 Vector3One(void)
{
Vector3 result = { 1.0f, 1.0f, 1.0f };
return result;
}
// Add two vectors
RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
return result;
}
// Add vector and float value
RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
{
Vector3 result = { v.x + add, v.y + add, v.z + add };
return result;
}
// Subtract two vectors
RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
return result;
}
// Subtract vector by float value
RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
{
Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
return result;
}
// Multiply vector by scalar
RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
{
Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
return result;
}
// Multiply vector by vector
RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
return result;
}
// Calculate two vectors cross product
RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
return result;
}
// Calculate one vector perpendicular vector
RMAPI Vector3 Vector3Perpendicular(Vector3 v)
{
Vector3 result = { 0 };
float min = (float) fabs(v.x);
Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
if (fabsf(v.y) < min)
{
min = (float) fabs(v.y);
Vector3 tmp = {0.0f, 1.0f, 0.0f};
cardinalAxis = tmp;
}
if (fabsf(v.z) < min)
{
Vector3 tmp = {0.0f, 0.0f, 1.0f};
cardinalAxis = tmp;
}
// Cross product between vectors
result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
return result;
}
// Calculate vector length
RMAPI float Vector3Length(const Vector3 v)
{
float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
return result;
}
// Calculate vector square length
RMAPI float Vector3LengthSqr(const Vector3 v)
{
float result = v.x*v.x + v.y*v.y + v.z*v.z;
return result;
}
// Calculate two vectors dot product
RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)
{
float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
return result;
}
// Calculate distance between two vectors
RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
{
float result = 0.0f;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
result = sqrtf(dx*dx + dy*dy + dz*dz);
return result;
}
// Calculate square distance between two vectors
RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
{
float result = 0.0f;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
result = dx*dx + dy*dy + dz*dz;
return result;
}
// Calculate angle between two vectors
RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
{
float result = 0.0f;
Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
result = atan2f(len, dot);
return result;
}
// Negate provided vector (invert direction)
RMAPI Vector3 Vector3Negate(Vector3 v)
{
Vector3 result = { -v.x, -v.y, -v.z };
return result;
}
// Divide vector by vector
RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
return result;
}
// Normalize provided vector
RMAPI Vector3 Vector3Normalize(Vector3 v)
{
Vector3 result = v;
float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length != 0.0f)
{
float ilength = 1.0f/length;
result.x *= ilength;
result.y *= ilength;
result.z *= ilength;
}
return result;
}
//Calculate the projection of the vector v1 on to v2
RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
float mag = v1dv2/v2dv2;
result.x = v2.x*mag;
result.y = v2.y*mag;
result.z = v2.z*mag;
return result;
}
//Calculate the rejection of the vector v1 on to v2
RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
float mag = v1dv2/v2dv2;
result.x = v1.x - (v2.x*mag);
result.y = v1.y - (v2.y*mag);
result.z = v1.z - (v2.z*mag);
return result;
}
// Orthonormalize provided vectors
// Makes vectors normalized and orthogonal to each other
// Gram-Schmidt function implementation
RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
{
float length = 0.0f;
float ilength = 0.0f;
// Vector3Normalize(*v1);
Vector3 v = *v1;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
v1->x *= ilength;
v1->y *= ilength;
v1->z *= ilength;
// Vector3CrossProduct(*v1, *v2)
Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
// Vector3Normalize(vn1);
v = vn1;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
vn1.x *= ilength;
vn1.y *= ilength;
vn1.z *= ilength;
// Vector3CrossProduct(vn1, *v1)
Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
*v2 = vn2;
}
// Transforms a Vector3 by a given Matrix
RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)
{
Vector3 result = { 0 };
float x = v.x;
float y = v.y;
float z = v.z;
result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
return result;
}
// Transform a vector by quaternion rotation
RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
{
Vector3 result = { 0 };
result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
return result;
}
// Rotates a vector around an axis
RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
{
// Using Euler-Rodrigues Formula
// Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
Vector3 result = v;
// Vector3Normalize(axis);
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f / length;
axis.x *= ilength;
axis.y *= ilength;
axis.z *= ilength;
angle /= 2.0f;
float a = sinf(angle);
float b = axis.x*a;
float c = axis.y*a;
float d = axis.z*a;
a = cosf(angle);
Vector3 w = { b, c, d };
// Vector3CrossProduct(w, v)
Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
// Vector3CrossProduct(w, wv)
Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
// Vector3Scale(wv, 2*a)
a *= 2;
wv.x *= a;
wv.y *= a;
wv.z *= a;
// Vector3Scale(wwv, 2)
wwv.x *= 2;
wwv.y *= 2;
wwv.z *= 2;
result.x += wv.x;
result.y += wv.y;
result.z += wv.z;
result.x += wwv.x;
result.y += wwv.y;
result.z += wwv.z;
return result;
}
// Calculate linear interpolation between two vectors
RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
{
Vector3 result = { 0 };
result.x = v1.x + amount*(v2.x - v1.x);
result.y = v1.y + amount*(v2.y - v1.y);
result.z = v1.z + amount*(v2.z - v1.z);
return result;
}
// Calculate reflected vector to normal
RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
{
Vector3 result = { 0 };
// I is the original vector
// N is the normal of the incident plane
// R = I - (2*N*(DotProduct[I, N]))
float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
result.x = v.x - (2.0f*normal.x)*dotProduct;
result.y = v.y - (2.0f*normal.y)*dotProduct;
result.z = v.z - (2.0f*normal.z)*dotProduct;
return result;
}
// Get min value for each pair of components
RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
result.x = fminf(v1.x, v2.x);
result.y = fminf(v1.y, v2.y);
result.z = fminf(v1.z, v2.z);
return result;
}
// Get max value for each pair of components
RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
result.x = fmaxf(v1.x, v2.x);
result.y = fmaxf(v1.y, v2.y);
result.z = fmaxf(v1.z, v2.z);
return result;
}
// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
// NOTE: Assumes P is on the plane of the triangle
RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
Vector3 result = { 0 };
Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
float denom = d00*d11 - d01*d01;
result.y = (d11*d20 - d01*d21)/denom;
result.z = (d00*d21 - d01*d20)/denom;
result.x = 1.0f - (result.z + result.y);
return result;
}
// Projects a Vector3 from screen space into object space
// NOTE: We are avoiding calling other raymath functions despite available
RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
{
Vector3 result = { 0 };
// Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
Matrix matViewProj = { // MatrixMultiply(view, projection);
view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
// Calculate inverted matrix -> MatrixInvert(matViewProj);
// Cache the matrix values (speed optimization)
float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;
float b00 = a00*a11 - a01*a10;
float b01 = a00*a12 - a02*a10;
float b02 = a00*a13 - a03*a10;
float b03 = a01*a12 - a02*a11;
float b04 = a01*a13 - a03*a11;
float b05 = a02*a13 - a03*a12;
float b06 = a20*a31 - a21*a30;
float b07 = a20*a32 - a22*a30;
float b08 = a20*a33 - a23*a30;
float b09 = a21*a32 - a22*a31;
float b10 = a21*a33 - a23*a31;
float b11 = a22*a33 - a23*a32;
// Calculate the invert determinant (inlined to avoid double-caching)
float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
Matrix matViewProjInv = {
(a11*b11 - a12*b10 + a13*b09)*invDet,
(-a01*b11 + a02*b10 - a03*b09)*invDet,
(a31*b05 - a32*b04 + a33*b03)*invDet,
(-a21*b05 + a22*b04 - a23*b03)*invDet,
(-a10*b11 + a12*b08 - a13*b07)*invDet,
(a00*b11 - a02*b08 + a03*b07)*invDet,
(-a30*b05 + a32*b02 - a33*b01)*invDet,
(a20*b05 - a22*b02 + a23*b01)*invDet,
(a10*b10 - a11*b08 + a13*b06)*invDet,
(-a00*b10 + a01*b08 - a03*b06)*invDet,
(a30*b04 - a31*b02 + a33*b00)*invDet,
(-a20*b04 + a21*b02 - a23*b00)*invDet,
(-a10*b09 + a11*b07 - a12*b06)*invDet,
(a00*b09 - a01*b07 + a02*b06)*invDet,
(-a30*b03 + a31*b01 - a32*b00)*invDet,
(a20*b03 - a21*b01 + a22*b00)*invDet };
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };
// Multiply quat point by unprojecte matrix
Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
// Normalized world points in vectors
result.x = qtransformed.x/qtransformed.w;
result.y = qtransformed.y/qtransformed.w;
result.z = qtransformed.z/qtransformed.w;
return result;
}
// Get Vector3 as float array
RMAPI float3 Vector3ToFloatV(Vector3 v)
{
float3 buffer = { 0 };
buffer.v[0] = v.x;
buffer.v[1] = v.y;
buffer.v[2] = v.z;
return buffer;
}
// Invert the given vector
RMAPI Vector3 Vector3Invert(Vector3 v)
{
Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
return result;
}
// Clamp the components of the vector between
// min and max values specified by the given vectors
RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
{
Vector3 result = { 0 };
result.x = fminf(max.x, fmaxf(min.x, v.x));
result.y = fminf(max.y, fmaxf(min.y, v.y));
result.z = fminf(max.z, fmaxf(min.z, v.z));
return result;
}
// Clamp the magnitude of the vector between two values
RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
{
Vector3 result = v;
float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
if (length > 0.0f)
{
length = sqrtf(length);
if (length < min)
{
float scale = min/length;
result.x = v.x*scale;
result.y = v.y*scale;
result.z = v.z*scale;
}
else if (length > max)
{
float scale = max/length;
result.x = v.x*scale;
result.y = v.y*scale;
result.z = v.z*scale;
}
}
return result;
}
// Check whether two given vectors are almost equal
RMAPI int Vector3Equals(Vector3 p, Vector3 q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
return result;
}
// Compute the direction of a refracted ray
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
{
Vector3 result = { 0 };
float dot = v.x*n.x + v.y*n.y + v.z*n.z;
float d = 1.0f - r*r*(1.0f - dot*dot);
if (d >= 0.0f)
{
d = sqrtf(d);
v.x = r*v.x - (r*dot + d)*n.x;
v.y = r*v.y - (r*dot + d)*n.y;
v.z = r*v.z - (r*dot + d)*n.z;
result = v;
}
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
// Compute matrix determinant
RMAPI float MatrixDeterminant(Matrix mat)
{
float result = 0.0f;
// Cache the matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
return result;
}
// Get the trace of the matrix (sum of the values along the diagonal)
RMAPI float MatrixTrace(Matrix mat)
{
float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
return result;
}
// Transposes provided matrix
RMAPI Matrix MatrixTranspose(Matrix mat)
{
Matrix result = { 0 };
result.m0 = mat.m0;
result.m1 = mat.m4;
result.m2 = mat.m8;
result.m3 = mat.m12;
result.m4 = mat.m1;
result.m5 = mat.m5;
result.m6 = mat.m9;
result.m7 = mat.m13;
result.m8 = mat.m2;
result.m9 = mat.m6;
result.m10 = mat.m10;
result.m11 = mat.m14;
result.m12 = mat.m3;
result.m13 = mat.m7;
result.m14 = mat.m11;
result.m15 = mat.m15;
return result;
}
// Invert provided matrix
RMAPI Matrix MatrixInvert(Matrix mat)
{
Matrix result = { 0 };
// Cache the matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
float b00 = a00*a11 - a01*a10;
float b01 = a00*a12 - a02*a10;
float b02 = a00*a13 - a03*a10;
float b03 = a01*a12 - a02*a11;
float b04 = a01*a13 - a03*a11;
float b05 = a02*a13 - a03*a12;
float b06 = a20*a31 - a21*a30;
float b07 = a20*a32 - a22*a30;
float b08 = a20*a33 - a23*a30;
float b09 = a21*a32 - a22*a31;
float b10 = a21*a33 - a23*a31;
float b11 = a22*a33 - a23*a32;
// Calculate the invert determinant (inlined to avoid double-caching)
float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
return result;
}
// Get identity matrix
RMAPI Matrix MatrixIdentity(void)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Add two matrices
RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
{
Matrix result = { 0 };
result.m0 = left.m0 + right.m0;
result.m1 = left.m1 + right.m1;
result.m2 = left.m2 + right.m2;
result.m3 = left.m3 + right.m3;
result.m4 = left.m4 + right.m4;
result.m5 = left.m5 + right.m5;
result.m6 = left.m6 + right.m6;
result.m7 = left.m7 + right.m7;
result.m8 = left.m8 + right.m8;
result.m9 = left.m9 + right.m9;
result.m10 = left.m10 + right.m10;
result.m11 = left.m11 + right.m11;
result.m12 = left.m12 + right.m12;
result.m13 = left.m13 + right.m13;
result.m14 = left.m14 + right.m14;
result.m15 = left.m15 + right.m15;
return result;
}
// Subtract two matrices (left - right)
RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
{
Matrix result = { 0 };
result.m0 = left.m0 - right.m0;
result.m1 = left.m1 - right.m1;
result.m2 = left.m2 - right.m2;
result.m3 = left.m3 - right.m3;
result.m4 = left.m4 - right.m4;
result.m5 = left.m5 - right.m5;
result.m6 = left.m6 - right.m6;
result.m7 = left.m7 - right.m7;
result.m8 = left.m8 - right.m8;
result.m9 = left.m9 - right.m9;
result.m10 = left.m10 - right.m10;
result.m11 = left.m11 - right.m11;
result.m12 = left.m12 - right.m12;
result.m13 = left.m13 - right.m13;
result.m14 = left.m14 - right.m14;
result.m15 = left.m15 - right.m15;
return result;
}
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)
{
Matrix result = { 0 };
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
return result;
}
// Get translation matrix
RMAPI Matrix MatrixTranslate(float x, float y, float z)
{
Matrix result = { 1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
{
Matrix result = { 0 };
float x = axis.x, y = axis.y, z = axis.z;
float lengthSquared = x*x + y*y + z*z;
if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
{
float ilength = 1.0f/sqrtf(lengthSquared);
x *= ilength;
y *= ilength;
z *= ilength;
}
float sinres = sinf(angle);
float cosres = cosf(angle);
float t = 1.0f - cosres;
result.m0 = x*x*t + cosres;
result.m1 = y*x*t + z*sinres;
result.m2 = z*x*t - y*sinres;
result.m3 = 0.0f;
result.m4 = x*y*t - z*sinres;
result.m5 = y*y*t + cosres;
result.m6 = z*y*t + x*sinres;
result.m7 = 0.0f;
result.m8 = x*z*t + y*sinres;
result.m9 = y*z*t - x*sinres;
result.m10 = z*z*t + cosres;
result.m11 = 0.0f;
result.m12 = 0.0f;
result.m13 = 0.0f;
result.m14 = 0.0f;
result.m15 = 1.0f;
return result;
}
// Get x-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateX(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m5 = cosres;
result.m6 = sinres;
result.m9 = -sinres;
result.m10 = cosres;
return result;
}
// Get y-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateY(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m2 = -sinres;
result.m8 = sinres;
result.m10 = cosres;
return result;
}
// Get z-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateZ(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m1 = sinres;
result.m4 = -sinres;
result.m5 = cosres;
return result;
}
// Get xyz-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float cosz = cosf(-angle.z);
float sinz = sinf(-angle.z);
float cosy = cosf(-angle.y);
float siny = sinf(-angle.y);
float cosx = cosf(-angle.x);
float sinx = sinf(-angle.x);
result.m0 = cosz*cosy;
result.m1 = (cosz*siny*sinx) - (sinz*cosx);
result.m2 = (cosz*siny*cosx) + (sinz*sinx);
result.m4 = sinz*cosy;
result.m5 = (sinz*siny*sinx) + (cosz*cosx);
result.m6 = (sinz*siny*cosx) - (cosz*sinx);
result.m8 = -siny;
result.m9 = cosy*sinx;
result.m10= cosy*cosx;
return result;
}
// Get zyx-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateZYX(Vector3 angle)
{
Matrix result = { 0 };
float cz = cosf(angle.z);
float sz = sinf(angle.z);
float cy = cosf(angle.y);
float sy = sinf(angle.y);
float cx = cosf(angle.x);
float sx = sinf(angle.x);
result.m0 = cz*cy;
result.m4 = cz*sy*sx - cx*sz;
result.m8 = sz*sx + cz*cx*sy;
result.m12 = 0;
result.m1 = cy*sz;
result.m5 = cz*cx + sz*sy*sx;
result.m9 = cx*sz*sy - cz*sx;
result.m13 = 0;
result.m2 = -sy;
result.m6 = cy*sx;
result.m10 = cy*cx;
result.m14 = 0;
result.m3 = 0;
result.m7 = 0;
result.m11 = 0;
result.m15 = 1;
return result;
}
// Get scaling matrix
RMAPI Matrix MatrixScale(float x, float y, float z)
{
Matrix result = { x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Get perspective projection matrix
RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
result.m0 = ((float)near*2.0f)/rl;
result.m1 = 0.0f;
result.m2 = 0.0f;
result.m3 = 0.0f;
result.m4 = 0.0f;
result.m5 = ((float)near*2.0f)/tb;
result.m6 = 0.0f;
result.m7 = 0.0f;
result.m8 = ((float)right + (float)left)/rl;
result.m9 = ((float)top + (float)bottom)/tb;
result.m10 = -((float)far + (float)near)/fn;
result.m11 = -1.0f;
result.m12 = 0.0f;
result.m13 = 0.0f;
result.m14 = -((float)far*(float)near*2.0f)/fn;
result.m15 = 0.0f;
return result;
}
// Get perspective projection matrix
// NOTE: Fovy angle must be provided in radians
RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
{
Matrix result = { 0 };
double top = nearPlane*tan(fovY*0.5);
double bottom = -top;
double right = top*aspect;
double left = -right;
// MatrixFrustum(-right, right, -top, top, near, far);
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(farPlane - nearPlane);
result.m0 = ((float)nearPlane*2.0f)/rl;
result.m5 = ((float)nearPlane*2.0f)/tb;
result.m8 = ((float)right + (float)left)/rl;
result.m9 = ((float)top + (float)bottom)/tb;
result.m10 = -((float)farPlane + (float)nearPlane)/fn;
result.m11 = -1.0f;
result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
return result;
}
// Get orthographic projection matrix
RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(farPlane - nearPlane);
result.m0 = 2.0f/rl;
result.m1 = 0.0f;
result.m2 = 0.0f;
result.m3 = 0.0f;
result.m4 = 0.0f;
result.m5 = 2.0f/tb;
result.m6 = 0.0f;
result.m7 = 0.0f;
result.m8 = 0.0f;
result.m9 = 0.0f;
result.m10 = -2.0f/fn;
result.m11 = 0.0f;
result.m12 = -((float)left + (float)right)/rl;
result.m13 = -((float)top + (float)bottom)/tb;
result.m14 = -((float)farPlane + (float)nearPlane)/fn;
result.m15 = 1.0f;
return result;
}
// Get camera look-at matrix (view matrix)
RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result = { 0 };
float length = 0.0f;
float ilength = 0.0f;
// Vector3Subtract(eye, target)
Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
// Vector3Normalize(vz)
Vector3 v = vz;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
vz.x *= ilength;
vz.y *= ilength;
vz.z *= ilength;
// Vector3CrossProduct(up, vz)
Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
// Vector3Normalize(x)
v = vx;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
vx.x *= ilength;
vx.y *= ilength;
vx.z *= ilength;
// Vector3CrossProduct(vz, vx)
Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
result.m0 = vx.x;
result.m1 = vy.x;
result.m2 = vz.x;
result.m3 = 0.0f;
result.m4 = vx.y;
result.m5 = vy.y;
result.m6 = vz.y;
result.m7 = 0.0f;
result.m8 = vx.z;
result.m9 = vy.z;
result.m10 = vz.z;
result.m11 = 0.0f;
result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
result.m15 = 1.0f;
return result;
}
// Get float array of matrix data
RMAPI float16 MatrixToFloatV(Matrix mat)
{
float16 result = { 0 };
result.v[0] = mat.m0;
result.v[1] = mat.m1;
result.v[2] = mat.m2;
result.v[3] = mat.m3;
result.v[4] = mat.m4;
result.v[5] = mat.m5;
result.v[6] = mat.m6;
result.v[7] = mat.m7;
result.v[8] = mat.m8;
result.v[9] = mat.m9;
result.v[10] = mat.m10;
result.v[11] = mat.m11;
result.v[12] = mat.m12;
result.v[13] = mat.m13;
result.v[14] = mat.m14;
result.v[15] = mat.m15;
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------
// Add two quaternions
RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
{
Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
return result;
}
// Add quaternion and float value
RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)
{
Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
return result;
}
// Subtract two quaternions
RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
{
Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
return result;
}
// Subtract quaternion and float value
RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
{
Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
return result;
}
// Get identity quaternion
RMAPI Quaternion QuaternionIdentity(void)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Computes the length of a quaternion
RMAPI float QuaternionLength(Quaternion q)
{
float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
return result;
}
// Normalize provided quaternion
RMAPI Quaternion QuaternionNormalize(Quaternion q)
{
Quaternion result = { 0 };
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length;
result.x = q.x*ilength;
result.y = q.y*ilength;
result.z = q.z*ilength;
result.w = q.w*ilength;
return result;
}
// Invert provided quaternion
RMAPI Quaternion QuaternionInvert(Quaternion q)
{
Quaternion result = q;
float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (lengthSq != 0.0f)
{
float invLength = 1.0f/lengthSq;
result.x *= -invLength;
result.y *= -invLength;
result.z *= -invLength;
result.w *= invLength;
}
return result;
}
// Calculate two quaternion multiplication
RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
{
Quaternion result = { 0 };
float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
return result;
}
// Scale quaternion by float value
RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
{
Quaternion result = { 0 };
result.x = q.x*mul;
result.y = q.y*mul;
result.z = q.z*mul;
result.w = q.w*mul;
return result;
}
// Divide two quaternions
RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
{
Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
return result;
}
// Calculate linear interpolation between two quaternions
RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
result.x = q1.x + amount*(q2.x - q1.x);
result.y = q1.y + amount*(q2.y - q1.y);
result.z = q1.z + amount*(q2.z - q1.z);
result.w = q1.w + amount*(q2.w - q1.w);
return result;
}
// Calculate slerp-optimized interpolation between two quaternions
RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
// QuaternionLerp(q1, q2, amount)
result.x = q1.x + amount*(q2.x - q1.x);
result.y = q1.y + amount*(q2.y - q1.y);
result.z = q1.z + amount*(q2.z - q1.z);
result.w = q1.w + amount*(q2.w - q1.w);
// QuaternionNormalize(q);
Quaternion q = result;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length;
result.x = q.x*ilength;
result.y = q.y*ilength;
result.z = q.z*ilength;
result.w = q.w*ilength;
return result;
}
// Calculates spherical linear interpolation between two quaternions
RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
if (cosHalfTheta < 0)
{
q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
cosHalfTheta = -cosHalfTheta;
}
if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
else
{
float halfTheta = acosf(cosHalfTheta);
float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
if (fabsf(sinHalfTheta) < EPSILON)
{
result.x = (q1.x*0.5f + q2.x*0.5f);
result.y = (q1.y*0.5f + q2.y*0.5f);
result.z = (q1.z*0.5f + q2.z*0.5f);
result.w = (q1.w*0.5f + q2.w*0.5f);
}
else
{
float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
result.x = (q1.x*ratioA + q2.x*ratioB);
result.y = (q1.y*ratioA + q2.y*ratioB);
result.z = (q1.z*ratioA + q2.z*ratioB);
result.w = (q1.w*ratioA + q2.w*ratioB);
}
}
return result;
}
// Calculate quaternion based on the rotation from one vector to another
RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
{
Quaternion result = { 0 };
float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
result.x = cross.x;
result.y = cross.y;
result.z = cross.z;
result.w = 1.0f + cos2Theta;
// QuaternionNormalize(q);
// NOTE: Normalize to essentially nlerp the original and identity to 0.5
Quaternion q = result;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length;
result.x = q.x*ilength;
result.y = q.y*ilength;
result.z = q.z*ilength;
result.w = q.w*ilength;
return result;
}
// Get a quaternion for a given rotation matrix
RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
int biggestIndex = 0;
float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
{
fourBiggestSquaredMinus1 = fourXSquaredMinus1;
biggestIndex = 1;
}
if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
{
fourBiggestSquaredMinus1 = fourYSquaredMinus1;
biggestIndex = 2;
}
if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
{
fourBiggestSquaredMinus1 = fourZSquaredMinus1;
biggestIndex = 3;
}
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
float mult = 0.25f / biggestVal;
switch (biggestIndex)
{
case 0:
result.w = biggestVal;
result.x = (mat.m6 - mat.m9)*mult;
result.y = (mat.m8 - mat.m2)*mult;
result.z = (mat.m1 - mat.m4)*mult;
break;
case 1:
result.x = biggestVal;
result.w = (mat.m6 - mat.m9)*mult;
result.y = (mat.m1 + mat.m4)*mult;
result.z = (mat.m8 + mat.m2)*mult;
break;
case 2:
result.y = biggestVal;
result.w = (mat.m8 - mat.m2)*mult;
result.x = (mat.m1 + mat.m4)*mult;
result.z = (mat.m6 + mat.m9)*mult;
break;
case 3:
result.z = biggestVal;
result.w = (mat.m1 - mat.m4)*mult;
result.x = (mat.m8 + mat.m2)*mult;
result.y = (mat.m6 + mat.m9)*mult;
break;
}
return result;
}
// Get a matrix for a given quaternion
RMAPI Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float a2 = q.x*q.x;
float b2 = q.y*q.y;
float c2 = q.z*q.z;
float ac = q.x*q.z;
float ab = q.x*q.y;
float bc = q.y*q.z;
float ad = q.w*q.x;
float bd = q.w*q.y;
float cd = q.w*q.z;
result.m0 = 1 - 2*(b2 + c2);
result.m1 = 2*(ab + cd);
result.m2 = 2*(ac - bd);
result.m4 = 2*(ab - cd);
result.m5 = 1 - 2*(a2 + c2);
result.m6 = 2*(bc + ad);
result.m8 = 2*(ac + bd);
result.m9 = 2*(bc - ad);
result.m10 = 1 - 2*(a2 + b2);
return result;
}
// Get rotation quaternion for an angle and axis
// NOTE: Angle must be provided in radians
RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
if (axisLength != 0.0f)
{
angle *= 0.5f;
float length = 0.0f;
float ilength = 0.0f;
// Vector3Normalize(axis)
Vector3 v = axis;
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
axis.x *= ilength;
axis.y *= ilength;
axis.z *= ilength;
float sinres = sinf(angle);
float cosres = cosf(angle);
result.x = axis.x*sinres;
result.y = axis.y*sinres;
result.z = axis.z*sinres;
result.w = cosres;
// QuaternionNormalize(q);
Quaternion q = result;
length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
result.x = q.x*ilength;
result.y = q.y*ilength;
result.z = q.z*ilength;
result.w = q.w*ilength;
}
return result;
}
// Get the rotation angle and axis for a given quaternion
RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
{
if (fabsf(q.w) > 1.0f)
{
// QuaternionNormalize(q);
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length;
q.x = q.x*ilength;
q.y = q.y*ilength;
q.z = q.z*ilength;
q.w = q.w*ilength;
}
Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
float resAngle = 2.0f*acosf(q.w);
float den = sqrtf(1.0f - q.w*q.w);
if (den > EPSILON)
{
resAxis.x = q.x/den;
resAxis.y = q.y/den;
resAxis.z = q.z/den;
}
else
{
// This occurs when the angle is zero.
// Not a problem: just set an arbitrary normalized axis.
resAxis.x = 1.0f;
}
*outAxis = resAxis;
*outAngle = resAngle;
}
// Get the quaternion equivalent to Euler angles
// NOTE: Rotation order is ZYX
RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
{
Quaternion result = { 0 };
float x0 = cosf(pitch*0.5f);
float x1 = sinf(pitch*0.5f);
float y0 = cosf(yaw*0.5f);
float y1 = sinf(yaw*0.5f);
float z0 = cosf(roll*0.5f);
float z1 = sinf(roll*0.5f);
result.x = x1*y0*z0 - x0*y1*z1;
result.y = x0*y1*z0 + x1*y0*z1;
result.z = x0*y0*z1 - x1*y1*z0;
result.w = x0*y0*z0 + x1*y1*z1;
return result;
}
// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
// NOTE: Angles are returned in a Vector3 struct in radians
RMAPI Vector3 QuaternionToEuler(Quaternion q)
{
Vector3 result = { 0 };
// Roll (x-axis rotation)
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
result.x = atan2f(x0, x1);
// Pitch (y-axis rotation)
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
y0 = y0 > 1.0f ? 1.0f : y0;
y0 = y0 < -1.0f ? -1.0f : y0;
result.y = asinf(y0);
// Yaw (z-axis rotation)
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
result.z = atan2f(z0, z1);
return result;
}
// Transform a quaternion given a transformation matrix
RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
{
Quaternion result = { 0 };
result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
return result;
}
// Check whether two given quaternions are almost equal
RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
(((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
return result;
}
#endif // RAYMATH_H
|
0 | repos/zig_workbench/BaseRayLib/lib | repos/zig_workbench/BaseRayLib/lib/raylib/raygui.h | // ============================================================================
// DFX EDITED FILE
// The original file causes an error to Zig cImport
// error: expected type 'usize', found '[*c]u8'
// fileDataPtr += @as([*c]u8, @ptrFromInt(@sizeOf(c_int)));
// referenced by:
// GuiLoadStyle: cimport.zig:1508:17
//
// Changed fileDataPtr lines where sizeof(int) exist, the problem
// is that Zig cImport convert sizeof(int) as [*c]int and then expect usize .
//
// Line 4466: (+other lines, search for DFX)
// //memcpy(&recsDataCompressedSize, fileDataPtr, sizeof(int));
// //fileDataPtr += sizeof(int);
// // DFX EDIT
// memcpy(&recsDataCompressedSize, fileDataPtr, 4);
// fileDataPtr += 4;
//
// ============================================================================
/*******************************************************************************************
*
* raygui v4.0 - A simple and easy-to-use immediate-mode gui library
*
* DESCRIPTION:
* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also
* available as a standalone library, as long as input and drawing functions are provided.
*
* FEATURES:
* - Immediate-mode gui, minimal retained data
* - +25 controls provided (basic and advanced)
* - Styling system for colors, font and metrics
* - Icons supported, embedded as a 1-bit icons pack
* - Standalone mode option (custom input/graphics backend)
* - Multiple support tools provided for raygui development
*
* POSSIBLE IMPROVEMENTS:
* - Better standalone mode API for easy plug of custom backends
* - Externalize required inputs, allow user easier customization
*
* LIMITATIONS:
* - No editable multi-line word-wraped text box supported
* - No auto-layout mechanism, up to the user to define controls position and size
* - Standalone mode requires library modification and some user work to plug another backend
*
* NOTES:
* - WARNING: GuiLoadStyle() and GuiLoadStyle{Custom}() functions, allocate memory for
* font atlas recs and glyphs, freeing that memory is (usually) up to the user,
* no unload function is explicitly provided... but note that GuiLoadStyleDefaulf() unloads
* by default any previously loaded font (texture, recs, glyphs).
* - Global UI alpha (guiAlpha) is applied inside GuiDrawRectangle() and GuiDrawText() functions
*
* CONTROLS PROVIDED:
* # Container/separators Controls
* - WindowBox --> StatusBar, Panel
* - GroupBox --> Line
* - Line
* - Panel --> StatusBar
* - ScrollPanel --> StatusBar
* - TabBar --> Button
*
* # Basic Controls
* - Label
* - LabelButton --> Label
* - Button
* - Toggle
* - ToggleGroup --> Toggle
* - ToggleSlider
* - CheckBox
* - ComboBox
* - DropdownBox
* - TextBox
* - ValueBox --> TextBox
* - Spinner --> Button, ValueBox
* - Slider
* - SliderBar --> Slider
* - ProgressBar
* - StatusBar
* - DummyRec
* - Grid
*
* # Advance Controls
* - ListView
* - ColorPicker --> ColorPanel, ColorBarHue
* - MessageBox --> Window, Label, Button
* - TextInputBox --> Window, Label, TextBox, Button
*
* It also provides a set of functions for styling the controls based on its properties (size, color).
*
*
* RAYGUI STYLE (guiStyle):
* raygui uses a global data array for all gui style properties (allocated on data segment by default),
* when a new style is loaded, it is loaded over the global style... but a default gui style could always be
* recovered with GuiLoadStyleDefault() function, that overwrites the current style to the default one
*
* The global style array size is fixed and depends on the number of controls and properties:
*
* static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)];
*
* guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB
*
* Note that the first set of BASE properties (by default guiStyle[0..15]) belong to the generic style
* used for all controls, when any of those base values is set, it is automatically populated to all
* controls, so, specific control values overwriting generic style should be set after base values.
*
* After the first BASE set we have the EXTENDED properties (by default guiStyle[16..23]), those
* properties are actually common to all controls and can not be overwritten individually (like BASE ones)
* Some of those properties are: TEXT_SIZE, TEXT_SPACING, LINE_COLOR, BACKGROUND_COLOR
*
* Custom control properties can be defined using the EXTENDED properties for each independent control.
*
* TOOL: rGuiStyler is a visual tool to customize raygui style: github.com/raysan5/rguistyler
*
*
* RAYGUI ICONS (guiIcons):
* raygui could use a global array containing icons data (allocated on data segment by default),
* a custom icons set could be loaded over this array using GuiLoadIcons(), but loaded icons set
* must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS will be loaded
*
* Every icon is codified in binary form, using 1 bit per pixel, so, every 16x16 icon
* requires 8 integers (16*16/32) to be stored in memory.
*
* When the icon is draw, actually one quad per pixel is drawn if the bit for that pixel is set.
*
* The global icons array size is fixed and depends on the number of icons and size:
*
* static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS];
*
* guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
*
* TOOL: rGuiIcons is a visual tool to customize/create raygui icons: github.com/raysan5/rguiicons
*
* RAYGUI LAYOUT:
* raygui currently does not provide an auto-layout mechanism like other libraries,
* layouts must be defined manually on controls drawing, providing the right bounds Rectangle for it.
*
* TOOL: rGuiLayout is a visual tool to create raygui layouts: github.com/raysan5/rguilayout
*
* CONFIGURATION:
* #define RAYGUI_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYGUI_STANDALONE
* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user (check library implementation for further details).
*
* #define RAYGUI_NO_ICONS
* Avoid including embedded ricons data (256 icons, 16x16 pixels, 1-bit per pixel, 2KB)
*
* #define RAYGUI_CUSTOM_ICONS
* Includes custom ricons.h header defining a set of custom icons,
* this file can be generated using rGuiIcons tool
*
* #define RAYGUI_DEBUG_RECS_BOUNDS
* Draw control bounds rectangles for debug
*
* #define RAYGUI_DEBUG_TEXT_BOUNDS
* Draw text bounds rectangles for debug
*
* VERSIONS HISTORY:
* 4.0 (12-Sep-2023) ADDED: GuiToggleSlider()
* ADDED: GuiColorPickerHSV() and GuiColorPanelHSV()
* ADDED: Multiple new icons, mostly compiler related
* ADDED: New DEFAULT properties: TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE
* ADDED: New enum values: GuiTextAlignment, GuiTextAlignmentVertical, GuiTextWrapMode
* ADDED: Support loading styles with custom font charset from external file
* REDESIGNED: GuiTextBox(), support mouse cursor positioning
* REDESIGNED: GuiDrawText(), support multiline and word-wrap modes (read only)
* REDESIGNED: GuiProgressBar() to be more visual, progress affects border color
* REDESIGNED: Global alpha consideration moved to GuiDrawRectangle() and GuiDrawText()
* REDESIGNED: GuiScrollPanel(), get parameters by reference and return result value
* REDESIGNED: GuiToggleGroup(), get parameters by reference and return result value
* REDESIGNED: GuiComboBox(), get parameters by reference and return result value
* REDESIGNED: GuiCheckBox(), get parameters by reference and return result value
* REDESIGNED: GuiSlider(), get parameters by reference and return result value
* REDESIGNED: GuiSliderBar(), get parameters by reference and return result value
* REDESIGNED: GuiProgressBar(), get parameters by reference and return result value
* REDESIGNED: GuiListView(), get parameters by reference and return result value
* REDESIGNED: GuiColorPicker(), get parameters by reference and return result value
* REDESIGNED: GuiColorPanel(), get parameters by reference and return result value
* REDESIGNED: GuiColorBarAlpha(), get parameters by reference and return result value
* REDESIGNED: GuiColorBarHue(), get parameters by reference and return result value
* REDESIGNED: GuiGrid(), get parameters by reference and return result value
* REDESIGNED: GuiGrid(), added extra parameter
* REDESIGNED: GuiListViewEx(), change parameters order
* REDESIGNED: All controls return result as int value
* REVIEWED: GuiScrollPanel() to avoid smallish scroll-bars
* REVIEWED: All examples and specially controls_test_suite
* RENAMED: gui_file_dialog module to gui_window_file_dialog
* UPDATED: All styles to include ISO-8859-15 charset (as much as possible)
*
* 3.6 (10-May-2023) ADDED: New icon: SAND_TIMER
* ADDED: GuiLoadStyleFromMemory() (binary only)
* REVIEWED: GuiScrollBar() horizontal movement key
* REVIEWED: GuiTextBox() crash on cursor movement
* REVIEWED: GuiTextBox(), additional inputs support
* REVIEWED: GuiLabelButton(), avoid text cut
* REVIEWED: GuiTextInputBox(), password input
* REVIEWED: Local GetCodepointNext(), aligned with raylib
* REDESIGNED: GuiSlider*()/GuiScrollBar() to support out-of-bounds
*
* 3.5 (20-Apr-2023) ADDED: GuiTabBar(), based on GuiToggle()
* ADDED: Helper functions to split text in separate lines
* ADDED: Multiple new icons, useful for code editing tools
* REMOVED: Unneeded icon editing functions
* REMOVED: GuiTextBoxMulti(), very limited and broken
* REMOVED: MeasureTextEx() dependency, logic directly implemented
* REMOVED: DrawTextEx() dependency, logic directly implemented
* REVIEWED: GuiScrollBar(), improve mouse-click behaviour
* REVIEWED: Library header info, more info, better organized
* REDESIGNED: GuiTextBox() to support cursor movement
* REDESIGNED: GuiDrawText() to divide drawing by lines
*
* 3.2 (22-May-2022) RENAMED: Some enum values, for unification, avoiding prefixes
* REMOVED: GuiScrollBar(), only internal
* REDESIGNED: GuiPanel() to support text parameter
* REDESIGNED: GuiScrollPanel() to support text parameter
* REDESIGNED: GuiColorPicker() to support text parameter
* REDESIGNED: GuiColorPanel() to support text parameter
* REDESIGNED: GuiColorBarAlpha() to support text parameter
* REDESIGNED: GuiColorBarHue() to support text parameter
* REDESIGNED: GuiTextInputBox() to support password
*
* 3.1 (12-Jan-2022) REVIEWED: Default style for consistency (aligned with rGuiLayout v2.5 tool)
* REVIEWED: GuiLoadStyle() to support compressed font atlas image data and unload previous textures
* REVIEWED: External icons usage logic
* REVIEWED: GuiLine() for centered alignment when including text
* RENAMED: Multiple controls properties definitions to prepend RAYGUI_
* RENAMED: RICON_ references to RAYGUI_ICON_ for library consistency
* Projects updated and multiple tweaks
*
* 3.0 (04-Nov-2021) Integrated ricons data to avoid external file
* REDESIGNED: GuiTextBoxMulti()
* REMOVED: GuiImageButton*()
* Multiple minor tweaks and bugs corrected
*
* 2.9 (17-Mar-2021) REMOVED: Tooltip API
* 2.8 (03-May-2020) Centralized rectangles drawing to GuiDrawRectangle()
* 2.7 (20-Feb-2020) ADDED: Possible tooltips API
* 2.6 (09-Sep-2019) ADDED: GuiTextInputBox()
* REDESIGNED: GuiListView*(), GuiDropdownBox(), GuiSlider*(), GuiProgressBar(), GuiMessageBox()
* REVIEWED: GuiTextBox(), GuiSpinner(), GuiValueBox(), GuiLoadStyle()
* Replaced property INNER_PADDING by TEXT_PADDING, renamed some properties
* ADDED: 8 new custom styles ready to use
* Multiple minor tweaks and bugs corrected
*
* 2.5 (28-May-2019) Implemented extended GuiTextBox(), GuiValueBox(), GuiSpinner()
* 2.3 (29-Apr-2019) ADDED: rIcons auxiliar library and support for it, multiple controls reviewed
* Refactor all controls drawing mechanism to use control state
* 2.2 (05-Feb-2019) ADDED: GuiScrollBar(), GuiScrollPanel(), reviewed GuiListView(), removed Gui*Ex() controls
* 2.1 (26-Dec-2018) REDESIGNED: GuiCheckBox(), GuiComboBox(), GuiDropdownBox(), GuiToggleGroup() > Use combined text string
* REDESIGNED: Style system (breaking change)
* 2.0 (08-Nov-2018) ADDED: Support controls guiLock and custom fonts
* REVIEWED: GuiComboBox(), GuiListView()...
* 1.9 (09-Oct-2018) REVIEWED: GuiGrid(), GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()...
* 1.8 (01-May-2018) Lot of rework and redesign to align with rGuiStyler and rGuiLayout
* 1.5 (21-Jun-2017) Working in an improved styles system
* 1.4 (15-Jun-2017) Rewritten all GUI functions (removed useless ones)
* 1.3 (12-Jun-2017) Complete redesign of style system
* 1.1 (01-Jun-2017) Complete review of the library
* 1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria.
* 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria.
* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
*
* DEPENDENCIES:
* raylib 4.6-dev Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing
*
* STANDALONE MODE:
* By default raygui depends on raylib mostly for the inputs and the drawing functionality but that dependency can be disabled
* with the config flag RAYGUI_STANDALONE. In that case is up to the user to provide another backend to cover library needs.
*
* The following functions should be redefined for a custom backend:
*
* - Vector2 GetMousePosition(void);
* - float GetMouseWheelMove(void);
* - bool IsMouseButtonDown(int button);
* - bool IsMouseButtonPressed(int button);
* - bool IsMouseButtonReleased(int button);
* - bool IsKeyDown(int key);
* - bool IsKeyPressed(int key);
* - int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox()
*
* - void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle()
* - void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker()
*
* - Font GetFontDefault(void); // -- GuiLoadStyleDefault()
* - Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle()
* - Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image
* - void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization)
* - char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data
* - void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data
* - const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs
* - int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list
* - void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list
* - unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle()
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, redesign, update and maintenance
* Vlad Adrian: Complete rewrite of GuiTextBox() to support extended features (2019)
* Sergio Martinez: Review, testing (2015) and redesign of multiple controls (2018)
* Adria Arranz: Testing and implementation of additional controls (2018)
* Jordi Jorba: Testing and implementation of additional controls (2018)
* Albert Martos: Review and testing of the library (2015)
* Ian Eito: Review and testing of the library (2015)
* Kevin Gato: Initial implementation of basic components (2014)
* Daniel Nicolas: Initial implementation of basic components (2014)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYGUI_H
#define RAYGUI_H
#define RAYGUI_VERSION_MAJOR 4
#define RAYGUI_VERSION_MINOR 0
#define RAYGUI_VERSION_PATCH 0
#define RAYGUI_VERSION "4.0"
#if !defined(RAYGUI_STANDALONE)
#include "raylib.h"
#endif
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
#if defined(_WIN32)
#if defined(BUILD_LIBTYPE_SHARED)
#define RAYGUIAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RAYGUIAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif
#endif
// Function specifiers definition
#ifndef RAYGUIAPI
#define RAYGUIAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Allow custom memory allocators
#ifndef RAYGUI_MALLOC
#define RAYGUI_MALLOC(sz) malloc(sz)
#endif
#ifndef RAYGUI_CALLOC
#define RAYGUI_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RAYGUI_FREE
#define RAYGUI_FREE(p) free(p)
#endif
// Simple log system to avoid printf() calls if required
// NOTE: Avoiding those calls, also avoids const strings memory usage
#define RAYGUI_SUPPORT_LOG_INFO
#if defined(RAYGUI_SUPPORT_LOG_INFO)
#define RAYGUI_LOG(...) printf(__VA_ARGS__)
#else
#define RAYGUI_LOG(...)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Some types are required for RAYGUI_STANDALONE usage
//----------------------------------------------------------------------------------
#if defined(RAYGUI_STANDALONE)
#ifndef __cplusplus
// Boolean type
#ifndef true
typedef enum { false, true } bool;
#endif
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type // -- ConvertHSVtoRGB(), ConvertRGBtoHSV()
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
float x;
float y;
float width;
float height;
} Rectangle;
// TODO: Texture2D type is very coupled to raylib, required by Font type
// It should be redesigned to be provided by user
typedef struct Texture2D {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Texture2D;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Image;
// GlyphInfo, font characters glyphs info
typedef struct GlyphInfo {
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
} GlyphInfo;
// TODO: Font type is very coupled to raylib, mostly required by GuiLoadStyle()
// It should be redesigned to be provided by user
typedef struct Font {
int baseSize; // Base size (default chars height)
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2D texture; // Texture atlas containing the glyphs
Rectangle *recs; // Rectangles in texture for the glyphs
GlyphInfo *glyphs; // Glyphs info data
} Font;
#endif
// Style property
// NOTE: Used when exporting style as code for convenience
typedef struct GuiStyleProp {
unsigned short controlId; // Control identifier
unsigned short propertyId; // Property identifier
int propertyValue; // Property value
} GuiStyleProp;
/*
// Controls text style -NOT USED-
// NOTE: Text style is defined by control
typedef struct GuiTextStyle {
unsigned int size;
int charSpacing;
int lineSpacing;
int alignmentH;
int alignmentV;
int padding;
} GuiTextStyle;
*/
// Gui control state
typedef enum {
STATE_NORMAL = 0,
STATE_FOCUSED,
STATE_PRESSED,
STATE_DISABLED
} GuiState;
// Gui control text alignment
typedef enum {
TEXT_ALIGN_LEFT = 0,
TEXT_ALIGN_CENTER,
TEXT_ALIGN_RIGHT
} GuiTextAlignment;
// Gui control text alignment vertical
// NOTE: Text vertical position inside the text bounds
typedef enum {
TEXT_ALIGN_TOP = 0,
TEXT_ALIGN_MIDDLE,
TEXT_ALIGN_BOTTOM
} GuiTextAlignmentVertical;
// Gui control text wrap mode
// NOTE: Useful for multiline text
typedef enum {
TEXT_WRAP_NONE = 0,
TEXT_WRAP_CHAR,
TEXT_WRAP_WORD
} GuiTextWrapMode;
// Gui controls
typedef enum {
// Default -> populates to all controls when set
DEFAULT = 0,
// Basic controls
LABEL, // Used also for: LABELBUTTON
BUTTON,
TOGGLE, // Used also for: TOGGLEGROUP
SLIDER, // Used also for: SLIDERBAR, TOGGLESLIDER
PROGRESSBAR,
CHECKBOX,
COMBOBOX,
DROPDOWNBOX,
TEXTBOX, // Used also for: TEXTBOXMULTI
VALUEBOX,
SPINNER, // Uses: BUTTON, VALUEBOX
LISTVIEW,
COLORPICKER,
SCROLLBAR,
STATUSBAR
} GuiControl;
// Gui base properties for every control
// NOTE: RAYGUI_MAX_PROPS_BASE properties (by default 16 properties)
typedef enum {
BORDER_COLOR_NORMAL = 0, // Control border color in STATE_NORMAL
BASE_COLOR_NORMAL, // Control base color in STATE_NORMAL
TEXT_COLOR_NORMAL, // Control text color in STATE_NORMAL
BORDER_COLOR_FOCUSED, // Control border color in STATE_FOCUSED
BASE_COLOR_FOCUSED, // Control base color in STATE_FOCUSED
TEXT_COLOR_FOCUSED, // Control text color in STATE_FOCUSED
BORDER_COLOR_PRESSED, // Control border color in STATE_PRESSED
BASE_COLOR_PRESSED, // Control base color in STATE_PRESSED
TEXT_COLOR_PRESSED, // Control text color in STATE_PRESSED
BORDER_COLOR_DISABLED, // Control border color in STATE_DISABLED
BASE_COLOR_DISABLED, // Control base color in STATE_DISABLED
TEXT_COLOR_DISABLED, // Control text color in STATE_DISABLED
BORDER_WIDTH, // Control border size, 0 for no border
//TEXT_SIZE, // Control text size (glyphs max height) -> GLOBAL for all controls
//TEXT_SPACING, // Control text spacing between glyphs -> GLOBAL for all controls
//TEXT_LINE_SPACING // Control text spacing between lines -> GLOBAL for all controls
TEXT_PADDING, // Control text padding, not considering border
TEXT_ALIGNMENT, // Control text horizontal alignment inside control text bound (after border and padding)
//TEXT_WRAP_MODE // Control text wrap-mode inside text bounds -> GLOBAL for all controls
} GuiControlProperty;
// TODO: Which text styling properties should be global or per-control?
// At this moment TEXT_PADDING and TEXT_ALIGNMENT is configured and saved per control while
// TEXT_SIZE, TEXT_SPACING, TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE are global and
// should be configured by user as needed while defining the UI layout
// Gui extended properties depend on control
// NOTE: RAYGUI_MAX_PROPS_EXTENDED properties (by default, max 8 properties)
//----------------------------------------------------------------------------------
// DEFAULT extended properties
// NOTE: Those properties are common to all controls or global
// WARNING: We only have 8 slots for those properties by default!!! -> New global control: TEXT?
typedef enum {
TEXT_SIZE = 16, // Text size (glyphs max height)
TEXT_SPACING, // Text spacing between glyphs
LINE_COLOR, // Line control color
BACKGROUND_COLOR, // Background color
TEXT_LINE_SPACING, // Text spacing between lines
TEXT_ALIGNMENT_VERTICAL, // Text vertical alignment inside text bounds (after border and padding)
TEXT_WRAP_MODE // Text wrap-mode inside text bounds
//TEXT_DECORATION // Text decoration: 0-None, 1-Underline, 2-Line-through, 3-Overline
//TEXT_DECORATION_THICK // Text decoration line thikness
} GuiDefaultProperty;
// Other possible text properties:
// TEXT_WEIGHT // Normal, Italic, Bold -> Requires specific font change
// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING...
// Label
//typedef enum { } GuiLabelProperty;
// Button/Spinner
//typedef enum { } GuiButtonProperty;
// Toggle/ToggleGroup
typedef enum {
GROUP_PADDING = 16, // ToggleGroup separation between toggles
} GuiToggleProperty;
// Slider/SliderBar
typedef enum {
SLIDER_WIDTH = 16, // Slider size of internal bar
SLIDER_PADDING // Slider/SliderBar internal bar padding
} GuiSliderProperty;
// ProgressBar
typedef enum {
PROGRESS_PADDING = 16, // ProgressBar internal padding
} GuiProgressBarProperty;
// ScrollBar
typedef enum {
ARROWS_SIZE = 16, // ScrollBar arrows size
ARROWS_VISIBLE, // ScrollBar arrows visible
SCROLL_SLIDER_PADDING, // ScrollBar slider internal padding
SCROLL_SLIDER_SIZE, // ScrollBar slider size
SCROLL_PADDING, // ScrollBar scroll padding from arrows
SCROLL_SPEED, // ScrollBar scrolling speed
} GuiScrollBarProperty;
// CheckBox
typedef enum {
CHECK_PADDING = 16 // CheckBox internal check padding
} GuiCheckBoxProperty;
// ComboBox
typedef enum {
COMBO_BUTTON_WIDTH = 16, // ComboBox right button width
COMBO_BUTTON_SPACING // ComboBox button separation
} GuiComboBoxProperty;
// DropdownBox
typedef enum {
ARROW_PADDING = 16, // DropdownBox arrow separation from border and items
DROPDOWN_ITEMS_SPACING // DropdownBox items separation
} GuiDropdownBoxProperty;
// TextBox/TextBoxMulti/ValueBox/Spinner
typedef enum {
TEXT_READONLY = 16, // TextBox in read-only mode: 0-text editable, 1-text no-editable
} GuiTextBoxProperty;
// Spinner
typedef enum {
SPIN_BUTTON_WIDTH = 16, // Spinner left/right buttons width
SPIN_BUTTON_SPACING, // Spinner buttons separation
} GuiSpinnerProperty;
// ListView
typedef enum {
LIST_ITEMS_HEIGHT = 16, // ListView items height
LIST_ITEMS_SPACING, // ListView items separation
SCROLLBAR_WIDTH, // ListView scrollbar size (usually width)
SCROLLBAR_SIDE, // ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE)
} GuiListViewProperty;
// ColorPicker
typedef enum {
COLOR_SELECTOR_SIZE = 16,
HUEBAR_WIDTH, // ColorPicker right hue bar width
HUEBAR_PADDING, // ColorPicker right hue bar separation from panel
HUEBAR_SELECTOR_HEIGHT, // ColorPicker right hue bar selector height
HUEBAR_SELECTOR_OVERFLOW // ColorPicker right hue bar selector overflow
} GuiColorPickerProperty;
#define SCROLLBAR_LEFT_SIDE 0
#define SCROLLBAR_RIGHT_SIDE 1
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
// Global gui state control functions
RAYGUIAPI void GuiEnable(void); // Enable gui controls (global state)
RAYGUIAPI void GuiDisable(void); // Disable gui controls (global state)
RAYGUIAPI void GuiLock(void); // Lock gui controls (global state)
RAYGUIAPI void GuiUnlock(void); // Unlock gui controls (global state)
RAYGUIAPI bool GuiIsLocked(void); // Check if gui is locked (global state)
RAYGUIAPI void GuiSetAlpha(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
RAYGUIAPI void GuiSetState(int state); // Set gui state (global state)
RAYGUIAPI int GuiGetState(void); // Get gui state (global state)
// Font set/get functions
RAYGUIAPI void GuiSetFont(Font font); // Set gui custom font (global state)
RAYGUIAPI Font GuiGetFont(void); // Get gui custom font (global state)
// Style set/get functions
RAYGUIAPI void GuiSetStyle(int control, int property, int value); // Set one style property
RAYGUIAPI int GuiGetStyle(int control, int property); // Get one style property
// Styles loading functions
RAYGUIAPI void GuiLoadStyle(const char *fileName); // Load style file over global style variable (.rgs)
RAYGUIAPI void GuiLoadStyleDefault(void); // Load style default over global style
// Tooltips management functions
RAYGUIAPI void GuiEnableTooltip(void); // Enable gui tooltips (global state)
RAYGUIAPI void GuiDisableTooltip(void); // Disable gui tooltips (global state)
RAYGUIAPI void GuiSetTooltip(const char *tooltip); // Set tooltip string
// Icons functionality
RAYGUIAPI const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended (if supported)
#if !defined(RAYGUI_NO_ICONS)
RAYGUIAPI void GuiSetIconScale(int scale); // Set default icon drawing size
RAYGUIAPI unsigned int *GuiGetIcons(void); // Get raygui icons data pointer
RAYGUIAPI char **GuiLoadIcons(const char *fileName, bool loadIconsName); // Load raygui icons file (.rgi) into internal icons data
RAYGUIAPI void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color); // Draw icon using pixel size at specified position
#endif
// Controls
//----------------------------------------------------------------------------------------------------------
// Container/separator controls, useful for controls organization
RAYGUIAPI int GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed
RAYGUIAPI int GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text name
RAYGUIAPI int GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text
RAYGUIAPI int GuiPanel(Rectangle bounds, const char *text); // Panel control, useful to group controls
RAYGUIAPI int GuiTabBar(Rectangle bounds, const char **text, int count, int *active); // Tab Bar control, returns TAB to be closed or -1
RAYGUIAPI int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view); // Scroll Panel control
// Basic controls set
RAYGUIAPI int GuiLabel(Rectangle bounds, const char *text); // Label control, shows text
RAYGUIAPI int GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked
RAYGUIAPI int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked
RAYGUIAPI int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control, returns true when active
RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control, returns active toggle index
RAYGUIAPI int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control, returns true when clicked
RAYGUIAPI int GuiCheckBox(Rectangle bounds, const char *text, bool *checked); // Check Box control, returns true when active
RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control, returns selected item index
RAYGUIAPI int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item
RAYGUIAPI int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value
RAYGUIAPI int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers
RAYGUIAPI int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text
RAYGUIAPI int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control, returns selected value
RAYGUIAPI int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control, returns selected value
RAYGUIAPI int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control, shows current progress value
RAYGUIAPI int GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text
RAYGUIAPI int GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders
RAYGUIAPI int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control, returns mouse cell position
// Advance controls set
RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control, returns selected list item index
RAYGUIAPI int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus); // List View with extended parameters
RAYGUIAPI int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message
RAYGUIAPI int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive); // Text Input Box control, ask for text, supports secret
RAYGUIAPI int GuiColorPicker(Rectangle bounds, const char *text, Color *color); // Color Picker control (multiple color controls)
RAYGUIAPI int GuiColorPanel(Rectangle bounds, const char *text, Color *color); // Color Panel control
RAYGUIAPI int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha); // Color Bar Alpha control
RAYGUIAPI int GuiColorBarHue(Rectangle bounds, const char *text, float *value); // Color Bar Hue control
RAYGUIAPI int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Picker control that avoids conversion to RGB on each call (multiple color controls)
RAYGUIAPI int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that returns HSV color value, used by GuiColorPickerHSV()
//----------------------------------------------------------------------------------------------------------
#if !defined(RAYGUI_NO_ICONS)
#if !defined(RAYGUI_CUSTOM_ICONS)
//----------------------------------------------------------------------------------
// Icons enumeration
//----------------------------------------------------------------------------------
typedef enum {
ICON_NONE = 0,
ICON_FOLDER_FILE_OPEN = 1,
ICON_FILE_SAVE_CLASSIC = 2,
ICON_FOLDER_OPEN = 3,
ICON_FOLDER_SAVE = 4,
ICON_FILE_OPEN = 5,
ICON_FILE_SAVE = 6,
ICON_FILE_EXPORT = 7,
ICON_FILE_ADD = 8,
ICON_FILE_DELETE = 9,
ICON_FILETYPE_TEXT = 10,
ICON_FILETYPE_AUDIO = 11,
ICON_FILETYPE_IMAGE = 12,
ICON_FILETYPE_PLAY = 13,
ICON_FILETYPE_VIDEO = 14,
ICON_FILETYPE_INFO = 15,
ICON_FILE_COPY = 16,
ICON_FILE_CUT = 17,
ICON_FILE_PASTE = 18,
ICON_CURSOR_HAND = 19,
ICON_CURSOR_POINTER = 20,
ICON_CURSOR_CLASSIC = 21,
ICON_PENCIL = 22,
ICON_PENCIL_BIG = 23,
ICON_BRUSH_CLASSIC = 24,
ICON_BRUSH_PAINTER = 25,
ICON_WATER_DROP = 26,
ICON_COLOR_PICKER = 27,
ICON_RUBBER = 28,
ICON_COLOR_BUCKET = 29,
ICON_TEXT_T = 30,
ICON_TEXT_A = 31,
ICON_SCALE = 32,
ICON_RESIZE = 33,
ICON_FILTER_POINT = 34,
ICON_FILTER_BILINEAR = 35,
ICON_CROP = 36,
ICON_CROP_ALPHA = 37,
ICON_SQUARE_TOGGLE = 38,
ICON_SYMMETRY = 39,
ICON_SYMMETRY_HORIZONTAL = 40,
ICON_SYMMETRY_VERTICAL = 41,
ICON_LENS = 42,
ICON_LENS_BIG = 43,
ICON_EYE_ON = 44,
ICON_EYE_OFF = 45,
ICON_FILTER_TOP = 46,
ICON_FILTER = 47,
ICON_TARGET_POINT = 48,
ICON_TARGET_SMALL = 49,
ICON_TARGET_BIG = 50,
ICON_TARGET_MOVE = 51,
ICON_CURSOR_MOVE = 52,
ICON_CURSOR_SCALE = 53,
ICON_CURSOR_SCALE_RIGHT = 54,
ICON_CURSOR_SCALE_LEFT = 55,
ICON_UNDO = 56,
ICON_REDO = 57,
ICON_REREDO = 58,
ICON_MUTATE = 59,
ICON_ROTATE = 60,
ICON_REPEAT = 61,
ICON_SHUFFLE = 62,
ICON_EMPTYBOX = 63,
ICON_TARGET = 64,
ICON_TARGET_SMALL_FILL = 65,
ICON_TARGET_BIG_FILL = 66,
ICON_TARGET_MOVE_FILL = 67,
ICON_CURSOR_MOVE_FILL = 68,
ICON_CURSOR_SCALE_FILL = 69,
ICON_CURSOR_SCALE_RIGHT_FILL = 70,
ICON_CURSOR_SCALE_LEFT_FILL = 71,
ICON_UNDO_FILL = 72,
ICON_REDO_FILL = 73,
ICON_REREDO_FILL = 74,
ICON_MUTATE_FILL = 75,
ICON_ROTATE_FILL = 76,
ICON_REPEAT_FILL = 77,
ICON_SHUFFLE_FILL = 78,
ICON_EMPTYBOX_SMALL = 79,
ICON_BOX = 80,
ICON_BOX_TOP = 81,
ICON_BOX_TOP_RIGHT = 82,
ICON_BOX_RIGHT = 83,
ICON_BOX_BOTTOM_RIGHT = 84,
ICON_BOX_BOTTOM = 85,
ICON_BOX_BOTTOM_LEFT = 86,
ICON_BOX_LEFT = 87,
ICON_BOX_TOP_LEFT = 88,
ICON_BOX_CENTER = 89,
ICON_BOX_CIRCLE_MASK = 90,
ICON_POT = 91,
ICON_ALPHA_MULTIPLY = 92,
ICON_ALPHA_CLEAR = 93,
ICON_DITHERING = 94,
ICON_MIPMAPS = 95,
ICON_BOX_GRID = 96,
ICON_GRID = 97,
ICON_BOX_CORNERS_SMALL = 98,
ICON_BOX_CORNERS_BIG = 99,
ICON_FOUR_BOXES = 100,
ICON_GRID_FILL = 101,
ICON_BOX_MULTISIZE = 102,
ICON_ZOOM_SMALL = 103,
ICON_ZOOM_MEDIUM = 104,
ICON_ZOOM_BIG = 105,
ICON_ZOOM_ALL = 106,
ICON_ZOOM_CENTER = 107,
ICON_BOX_DOTS_SMALL = 108,
ICON_BOX_DOTS_BIG = 109,
ICON_BOX_CONCENTRIC = 110,
ICON_BOX_GRID_BIG = 111,
ICON_OK_TICK = 112,
ICON_CROSS = 113,
ICON_ARROW_LEFT = 114,
ICON_ARROW_RIGHT = 115,
ICON_ARROW_DOWN = 116,
ICON_ARROW_UP = 117,
ICON_ARROW_LEFT_FILL = 118,
ICON_ARROW_RIGHT_FILL = 119,
ICON_ARROW_DOWN_FILL = 120,
ICON_ARROW_UP_FILL = 121,
ICON_AUDIO = 122,
ICON_FX = 123,
ICON_WAVE = 124,
ICON_WAVE_SINUS = 125,
ICON_WAVE_SQUARE = 126,
ICON_WAVE_TRIANGULAR = 127,
ICON_CROSS_SMALL = 128,
ICON_PLAYER_PREVIOUS = 129,
ICON_PLAYER_PLAY_BACK = 130,
ICON_PLAYER_PLAY = 131,
ICON_PLAYER_PAUSE = 132,
ICON_PLAYER_STOP = 133,
ICON_PLAYER_NEXT = 134,
ICON_PLAYER_RECORD = 135,
ICON_MAGNET = 136,
ICON_LOCK_CLOSE = 137,
ICON_LOCK_OPEN = 138,
ICON_CLOCK = 139,
ICON_TOOLS = 140,
ICON_GEAR = 141,
ICON_GEAR_BIG = 142,
ICON_BIN = 143,
ICON_HAND_POINTER = 144,
ICON_LASER = 145,
ICON_COIN = 146,
ICON_EXPLOSION = 147,
ICON_1UP = 148,
ICON_PLAYER = 149,
ICON_PLAYER_JUMP = 150,
ICON_KEY = 151,
ICON_DEMON = 152,
ICON_TEXT_POPUP = 153,
ICON_GEAR_EX = 154,
ICON_CRACK = 155,
ICON_CRACK_POINTS = 156,
ICON_STAR = 157,
ICON_DOOR = 158,
ICON_EXIT = 159,
ICON_MODE_2D = 160,
ICON_MODE_3D = 161,
ICON_CUBE = 162,
ICON_CUBE_FACE_TOP = 163,
ICON_CUBE_FACE_LEFT = 164,
ICON_CUBE_FACE_FRONT = 165,
ICON_CUBE_FACE_BOTTOM = 166,
ICON_CUBE_FACE_RIGHT = 167,
ICON_CUBE_FACE_BACK = 168,
ICON_CAMERA = 169,
ICON_SPECIAL = 170,
ICON_LINK_NET = 171,
ICON_LINK_BOXES = 172,
ICON_LINK_MULTI = 173,
ICON_LINK = 174,
ICON_LINK_BROKE = 175,
ICON_TEXT_NOTES = 176,
ICON_NOTEBOOK = 177,
ICON_SUITCASE = 178,
ICON_SUITCASE_ZIP = 179,
ICON_MAILBOX = 180,
ICON_MONITOR = 181,
ICON_PRINTER = 182,
ICON_PHOTO_CAMERA = 183,
ICON_PHOTO_CAMERA_FLASH = 184,
ICON_HOUSE = 185,
ICON_HEART = 186,
ICON_CORNER = 187,
ICON_VERTICAL_BARS = 188,
ICON_VERTICAL_BARS_FILL = 189,
ICON_LIFE_BARS = 190,
ICON_INFO = 191,
ICON_CROSSLINE = 192,
ICON_HELP = 193,
ICON_FILETYPE_ALPHA = 194,
ICON_FILETYPE_HOME = 195,
ICON_LAYERS_VISIBLE = 196,
ICON_LAYERS = 197,
ICON_WINDOW = 198,
ICON_HIDPI = 199,
ICON_FILETYPE_BINARY = 200,
ICON_HEX = 201,
ICON_SHIELD = 202,
ICON_FILE_NEW = 203,
ICON_FOLDER_ADD = 204,
ICON_ALARM = 205,
ICON_CPU = 206,
ICON_ROM = 207,
ICON_STEP_OVER = 208,
ICON_STEP_INTO = 209,
ICON_STEP_OUT = 210,
ICON_RESTART = 211,
ICON_BREAKPOINT_ON = 212,
ICON_BREAKPOINT_OFF = 213,
ICON_BURGER_MENU = 214,
ICON_CASE_SENSITIVE = 215,
ICON_REG_EXP = 216,
ICON_FOLDER = 217,
ICON_FILE = 218,
ICON_SAND_TIMER = 219,
ICON_220 = 220,
ICON_221 = 221,
ICON_222 = 222,
ICON_223 = 223,
ICON_224 = 224,
ICON_225 = 225,
ICON_226 = 226,
ICON_227 = 227,
ICON_228 = 228,
ICON_229 = 229,
ICON_230 = 230,
ICON_231 = 231,
ICON_232 = 232,
ICON_233 = 233,
ICON_234 = 234,
ICON_235 = 235,
ICON_236 = 236,
ICON_237 = 237,
ICON_238 = 238,
ICON_239 = 239,
ICON_240 = 240,
ICON_241 = 241,
ICON_242 = 242,
ICON_243 = 243,
ICON_244 = 244,
ICON_245 = 245,
ICON_246 = 246,
ICON_247 = 247,
ICON_248 = 248,
ICON_249 = 249,
ICON_250 = 250,
ICON_251 = 251,
ICON_252 = 252,
ICON_253 = 253,
ICON_254 = 254,
ICON_255 = 255,
} GuiIconName;
#endif
#endif
#if defined(__cplusplus)
} // Prevents name mangling of functions
#endif
#endif // RAYGUI_H
/***********************************************************************************
*
* RAYGUI IMPLEMENTATION
*
************************************************************************************/
#if defined(RAYGUI_IMPLEMENTATION)
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() [GuiLoadStyle(), GuiLoadIcons()]
#include <stdlib.h> // Required for: malloc(), calloc(), free() [GuiLoadStyle(), GuiLoadIcons()]
#include <string.h> // Required for: strlen() [GuiTextBox(), GuiValueBox()], memset(), memcpy()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [TextFormat()]
#include <math.h> // Required for: roundf() [GuiColorPicker()]
#ifdef __cplusplus
#define RAYGUI_CLITERAL(name) name
#else
#define RAYGUI_CLITERAL(name) (name)
#endif
// Check if two rectangles are equal, used to validate a slider bounds as an id
#ifndef CHECK_BOUNDS_ID
#define CHECK_BOUNDS_ID(src, dst) ((src.x == dst.x) && (src.y == dst.y) && (src.width == dst.width) && (src.height == dst.height))
#endif
#if !defined(RAYGUI_NO_ICONS) && !defined(RAYGUI_CUSTOM_ICONS)
// Embedded icons, no external file provided
#define RAYGUI_ICON_SIZE 16 // Size of icons in pixels (squared)
#define RAYGUI_ICON_MAX_ICONS 256 // Maximum number of icons
#define RAYGUI_ICON_MAX_NAME_LENGTH 32 // Maximum length of icon name id
// Icons data is defined by bit array (every bit represents one pixel)
// Those arrays are stored as unsigned int data arrays, so,
// every array element defines 32 pixels (bits) of information
// One icon is defined by 8 int, (8 int * 32 bit = 256 bit = 16*16 pixels)
// NOTE: Number of elemens depend on RAYGUI_ICON_SIZE (by default 16x16 pixels)
#define RAYGUI_ICON_DATA_ELEMENTS (RAYGUI_ICON_SIZE*RAYGUI_ICON_SIZE/32)
//----------------------------------------------------------------------------------
// Icons data for all gui possible icons (allocated on data segment by default)
//
// NOTE 1: Every icon is codified in binary form, using 1 bit per pixel, so,
// every 16x16 icon requires 8 integers (16*16/32) to be stored
//
// NOTE 2: A different icon set could be loaded over this array using GuiLoadIcons(),
// but loaded icons set must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS
//
// guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
//----------------------------------------------------------------------------------
static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_NONE
0x3ff80000, 0x2f082008, 0x2042207e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x00007ffe, // ICON_FOLDER_FILE_OPEN
0x3ffe0000, 0x44226422, 0x400247e2, 0x5ffa4002, 0x57ea500a, 0x500a500a, 0x40025ffa, 0x00007ffe, // ICON_FILE_SAVE_CLASSIC
0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024002, 0x44424282, 0x793e4102, 0x00000100, // ICON_FOLDER_OPEN
0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024102, 0x44424102, 0x793e4282, 0x00000000, // ICON_FOLDER_SAVE
0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x24442284, 0x21042104, 0x20042104, 0x00003ffc, // ICON_FILE_OPEN
0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x21042104, 0x22842444, 0x20042104, 0x00003ffc, // ICON_FILE_SAVE
0x3ff00000, 0x201c2010, 0x00042004, 0x20041004, 0x20844784, 0x00841384, 0x20042784, 0x00003ffc, // ICON_FILE_EXPORT
0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x22042204, 0x22042f84, 0x20042204, 0x00003ffc, // ICON_FILE_ADD
0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x25042884, 0x25042204, 0x20042884, 0x00003ffc, // ICON_FILE_DELETE
0x3ff00000, 0x201c2010, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // ICON_FILETYPE_TEXT
0x3ff00000, 0x201c2010, 0x27042004, 0x244424c4, 0x26442444, 0x20642664, 0x20042004, 0x00003ffc, // ICON_FILETYPE_AUDIO
0x3ff00000, 0x201c2010, 0x26042604, 0x20042004, 0x35442884, 0x2414222c, 0x20042004, 0x00003ffc, // ICON_FILETYPE_IMAGE
0x3ff00000, 0x201c2010, 0x20c42004, 0x22442144, 0x22442444, 0x20c42144, 0x20042004, 0x00003ffc, // ICON_FILETYPE_PLAY
0x3ff00000, 0x3ffc2ff0, 0x3f3c2ff4, 0x3dbc2eb4, 0x3dbc2bb4, 0x3f3c2eb4, 0x3ffc2ff4, 0x00002ff4, // ICON_FILETYPE_VIDEO
0x3ff00000, 0x201c2010, 0x21842184, 0x21842004, 0x21842184, 0x21842184, 0x20042184, 0x00003ffc, // ICON_FILETYPE_INFO
0x0ff00000, 0x381c0810, 0x28042804, 0x28042804, 0x28042804, 0x28042804, 0x20102ffc, 0x00003ff0, // ICON_FILE_COPY
0x00000000, 0x701c0000, 0x079c1e14, 0x55a000f0, 0x079c00f0, 0x701c1e14, 0x00000000, 0x00000000, // ICON_FILE_CUT
0x01c00000, 0x13e41bec, 0x3f841004, 0x204420c4, 0x20442044, 0x20442044, 0x207c2044, 0x00003fc0, // ICON_FILE_PASTE
0x00000000, 0x3aa00fe0, 0x2abc2aa0, 0x2aa42aa4, 0x20042aa4, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_CURSOR_HAND
0x00000000, 0x003c000c, 0x030800c8, 0x30100c10, 0x10202020, 0x04400840, 0x01800280, 0x00000000, // ICON_CURSOR_POINTER
0x00000000, 0x00180000, 0x01f00078, 0x03e007f0, 0x07c003e0, 0x04000e40, 0x00000000, 0x00000000, // ICON_CURSOR_CLASSIC
0x00000000, 0x04000000, 0x11000a00, 0x04400a80, 0x01100220, 0x00580088, 0x00000038, 0x00000000, // ICON_PENCIL
0x04000000, 0x15000a00, 0x50402880, 0x14102820, 0x05040a08, 0x015c028c, 0x007c00bc, 0x00000000, // ICON_PENCIL_BIG
0x01c00000, 0x01400140, 0x01400140, 0x0ff80140, 0x0ff80808, 0x0aa80808, 0x0aa80aa8, 0x00000ff8, // ICON_BRUSH_CLASSIC
0x1ffc0000, 0x5ffc7ffe, 0x40004000, 0x00807f80, 0x01c001c0, 0x01c001c0, 0x01c001c0, 0x00000080, // ICON_BRUSH_PAINTER
0x00000000, 0x00800000, 0x01c00080, 0x03e001c0, 0x07f003e0, 0x036006f0, 0x000001c0, 0x00000000, // ICON_WATER_DROP
0x00000000, 0x3e003800, 0x1f803f80, 0x0c201e40, 0x02080c10, 0x00840104, 0x00380044, 0x00000000, // ICON_COLOR_PICKER
0x00000000, 0x07800300, 0x1fe00fc0, 0x3f883fd0, 0x0e021f04, 0x02040402, 0x00f00108, 0x00000000, // ICON_RUBBER
0x00c00000, 0x02800140, 0x08200440, 0x20081010, 0x2ffe3004, 0x03f807fc, 0x00e001f0, 0x00000040, // ICON_COLOR_BUCKET
0x00000000, 0x21843ffc, 0x01800180, 0x01800180, 0x01800180, 0x01800180, 0x03c00180, 0x00000000, // ICON_TEXT_T
0x00800000, 0x01400180, 0x06200340, 0x0c100620, 0x1ff80c10, 0x380c1808, 0x70067004, 0x0000f80f, // ICON_TEXT_A
0x78000000, 0x50004000, 0x00004800, 0x03c003c0, 0x03c003c0, 0x00100000, 0x0002000a, 0x0000000e, // ICON_SCALE
0x75560000, 0x5e004002, 0x54001002, 0x41001202, 0x408200fe, 0x40820082, 0x40820082, 0x00006afe, // ICON_RESIZE
0x00000000, 0x3f003f00, 0x3f003f00, 0x3f003f00, 0x00400080, 0x001c0020, 0x001c001c, 0x00000000, // ICON_FILTER_POINT
0x6d800000, 0x00004080, 0x40804080, 0x40800000, 0x00406d80, 0x001c0020, 0x001c001c, 0x00000000, // ICON_FILTER_BILINEAR
0x40080000, 0x1ffe2008, 0x14081008, 0x11081208, 0x10481088, 0x10081028, 0x10047ff8, 0x00001002, // ICON_CROP
0x00100000, 0x3ffc0010, 0x2ab03550, 0x22b02550, 0x20b02150, 0x20302050, 0x2000fff0, 0x00002000, // ICON_CROP_ALPHA
0x40000000, 0x1ff82000, 0x04082808, 0x01082208, 0x00482088, 0x00182028, 0x35542008, 0x00000002, // ICON_SQUARE_TOGGLE
0x00000000, 0x02800280, 0x06c006c0, 0x0ea00ee0, 0x1e901eb0, 0x3e883e98, 0x7efc7e8c, 0x00000000, // ICON_SYMMETRY
0x01000000, 0x05600100, 0x1d480d50, 0x7d423d44, 0x3d447d42, 0x0d501d48, 0x01000560, 0x00000100, // ICON_SYMMETRY_HORIZONTAL
0x01800000, 0x04200240, 0x10080810, 0x00001ff8, 0x00007ffe, 0x0ff01ff8, 0x03c007e0, 0x00000180, // ICON_SYMMETRY_VERTICAL
0x00000000, 0x010800f0, 0x02040204, 0x02040204, 0x07f00308, 0x1c000e00, 0x30003800, 0x00000000, // ICON_LENS
0x00000000, 0x061803f0, 0x08240c0c, 0x08040814, 0x0c0c0804, 0x23f01618, 0x18002400, 0x00000000, // ICON_LENS_BIG
0x00000000, 0x00000000, 0x1c7007c0, 0x638e3398, 0x1c703398, 0x000007c0, 0x00000000, 0x00000000, // ICON_EYE_ON
0x00000000, 0x10002000, 0x04700fc0, 0x610e3218, 0x1c703098, 0x001007a0, 0x00000008, 0x00000000, // ICON_EYE_OFF
0x00000000, 0x00007ffc, 0x40047ffc, 0x10102008, 0x04400820, 0x02800280, 0x02800280, 0x00000100, // ICON_FILTER_TOP
0x00000000, 0x40027ffe, 0x10082004, 0x04200810, 0x02400240, 0x02400240, 0x01400240, 0x000000c0, // ICON_FILTER
0x00800000, 0x00800080, 0x00000080, 0x3c9e0000, 0x00000000, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_POINT
0x00800000, 0x00800080, 0x00800080, 0x3f7e01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_SMALL
0x00800000, 0x00800080, 0x03e00080, 0x3e3e0220, 0x03e00220, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_BIG
0x01000000, 0x04400280, 0x01000100, 0x43842008, 0x43849ab2, 0x01002008, 0x04400100, 0x01000280, // ICON_TARGET_MOVE
0x01000000, 0x04400280, 0x01000100, 0x41042108, 0x41049ff2, 0x01002108, 0x04400100, 0x01000280, // ICON_CURSOR_MOVE
0x781e0000, 0x500a4002, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x4002500a, 0x0000781e, // ICON_CURSOR_SCALE
0x00000000, 0x20003c00, 0x24002800, 0x01000200, 0x00400080, 0x00140024, 0x003c0004, 0x00000000, // ICON_CURSOR_SCALE_RIGHT
0x00000000, 0x0004003c, 0x00240014, 0x00800040, 0x02000100, 0x28002400, 0x3c002000, 0x00000000, // ICON_CURSOR_SCALE_LEFT
0x00000000, 0x00100020, 0x10101fc8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // ICON_UNDO
0x00000000, 0x08000400, 0x080813f8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // ICON_REDO
0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3f902020, 0x00400020, 0x00000000, // ICON_REREDO
0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3fc82010, 0x00200010, 0x00000000, // ICON_MUTATE
0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18101020, 0x00100fc8, 0x00000020, // ICON_ROTATE
0x00000000, 0x04000200, 0x240429fc, 0x20042204, 0x20442004, 0x3f942024, 0x00400020, 0x00000000, // ICON_REPEAT
0x00000000, 0x20001000, 0x22104c0e, 0x00801120, 0x11200040, 0x4c0e2210, 0x10002000, 0x00000000, // ICON_SHUFFLE
0x7ffe0000, 0x50024002, 0x44024802, 0x41024202, 0x40424082, 0x40124022, 0x4002400a, 0x00007ffe, // ICON_EMPTYBOX
0x00800000, 0x03e00080, 0x08080490, 0x3c9e0808, 0x08080808, 0x03e00490, 0x00800080, 0x00000000, // ICON_TARGET
0x00800000, 0x00800080, 0x00800080, 0x3ffe01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_SMALL_FILL
0x00800000, 0x00800080, 0x03e00080, 0x3ffe03e0, 0x03e003e0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_BIG_FILL
0x01000000, 0x07c00380, 0x01000100, 0x638c2008, 0x638cfbbe, 0x01002008, 0x07c00100, 0x01000380, // ICON_TARGET_MOVE_FILL
0x01000000, 0x07c00380, 0x01000100, 0x610c2108, 0x610cfffe, 0x01002108, 0x07c00100, 0x01000380, // ICON_CURSOR_MOVE_FILL
0x781e0000, 0x6006700e, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x700e6006, 0x0000781e, // ICON_CURSOR_SCALE_FILL
0x00000000, 0x38003c00, 0x24003000, 0x01000200, 0x00400080, 0x000c0024, 0x003c001c, 0x00000000, // ICON_CURSOR_SCALE_RIGHT_FILL
0x00000000, 0x001c003c, 0x0024000c, 0x00800040, 0x02000100, 0x30002400, 0x3c003800, 0x00000000, // ICON_CURSOR_SCALE_LEFT_FILL
0x00000000, 0x00300020, 0x10301ff8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // ICON_UNDO_FILL
0x00000000, 0x0c000400, 0x0c081ff8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // ICON_REDO_FILL
0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3ff02060, 0x00400060, 0x00000000, // ICON_REREDO_FILL
0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3ff82030, 0x00200030, 0x00000000, // ICON_MUTATE_FILL
0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18301020, 0x00300ff8, 0x00000020, // ICON_ROTATE_FILL
0x00000000, 0x06000200, 0x26042ffc, 0x20042204, 0x20442004, 0x3ff42064, 0x00400060, 0x00000000, // ICON_REPEAT_FILL
0x00000000, 0x30001000, 0x32107c0e, 0x00801120, 0x11200040, 0x7c0e3210, 0x10003000, 0x00000000, // ICON_SHUFFLE_FILL
0x00000000, 0x30043ffc, 0x24042804, 0x21042204, 0x20442084, 0x20142024, 0x3ffc200c, 0x00000000, // ICON_EMPTYBOX_SMALL
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX
0x00000000, 0x23c43ffc, 0x23c423c4, 0x200423c4, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP
0x00000000, 0x3e043ffc, 0x3e043e04, 0x20043e04, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x3e043e04, 0x3e043e04, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x3e042004, 0x3e043e04, 0x3ffc3e04, 0x00000000, // ICON_BOX_BOTTOM_RIGHT
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x23c42004, 0x23c423c4, 0x3ffc23c4, 0x00000000, // ICON_BOX_BOTTOM
0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x207c2004, 0x207c207c, 0x3ffc207c, 0x00000000, // ICON_BOX_BOTTOM_LEFT
0x00000000, 0x20043ffc, 0x20042004, 0x207c207c, 0x207c207c, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_LEFT
0x00000000, 0x207c3ffc, 0x207c207c, 0x2004207c, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP_LEFT
0x00000000, 0x20043ffc, 0x20042004, 0x23c423c4, 0x23c423c4, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_CENTER
0x7ffe0000, 0x40024002, 0x47e24182, 0x4ff247e2, 0x47e24ff2, 0x418247e2, 0x40024002, 0x00007ffe, // ICON_BOX_CIRCLE_MASK
0x7fff0000, 0x40014001, 0x40014001, 0x49555ddd, 0x4945495d, 0x400149c5, 0x40014001, 0x00007fff, // ICON_POT
0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x404e40ce, 0x48125432, 0x4006540e, 0x00007ffe, // ICON_ALPHA_MULTIPLY
0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x5c4e40ce, 0x44124432, 0x40065c0e, 0x00007ffe, // ICON_ALPHA_CLEAR
0x7ffe0000, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x00007ffe, // ICON_DITHERING
0x07fe0000, 0x1ffa0002, 0x7fea000a, 0x402a402a, 0x5b2a512a, 0x5128552a, 0x40205128, 0x00007fe0, // ICON_MIPMAPS
0x00000000, 0x1ff80000, 0x12481248, 0x12481ff8, 0x1ff81248, 0x12481248, 0x00001ff8, 0x00000000, // ICON_BOX_GRID
0x12480000, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x00001248, // ICON_GRID
0x00000000, 0x1c380000, 0x1c3817e8, 0x08100810, 0x08100810, 0x17e81c38, 0x00001c38, 0x00000000, // ICON_BOX_CORNERS_SMALL
0x700e0000, 0x700e5ffa, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x5ffa700e, 0x0000700e, // ICON_BOX_CORNERS_BIG
0x3f7e0000, 0x21422142, 0x21422142, 0x00003f7e, 0x21423f7e, 0x21422142, 0x3f7e2142, 0x00000000, // ICON_FOUR_BOXES
0x00000000, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x00000000, // ICON_GRID_FILL
0x7ffe0000, 0x7ffe7ffe, 0x77fe7000, 0x77fe77fe, 0x777e7700, 0x777e777e, 0x777e777e, 0x0000777e, // ICON_BOX_MULTISIZE
0x781e0000, 0x40024002, 0x00004002, 0x01800000, 0x00000180, 0x40020000, 0x40024002, 0x0000781e, // ICON_ZOOM_SMALL
0x781e0000, 0x40024002, 0x00004002, 0x03c003c0, 0x03c003c0, 0x40020000, 0x40024002, 0x0000781e, // ICON_ZOOM_MEDIUM
0x781e0000, 0x40024002, 0x07e04002, 0x07e007e0, 0x07e007e0, 0x400207e0, 0x40024002, 0x0000781e, // ICON_ZOOM_BIG
0x781e0000, 0x5ffa4002, 0x1ff85ffa, 0x1ff81ff8, 0x1ff81ff8, 0x5ffa1ff8, 0x40025ffa, 0x0000781e, // ICON_ZOOM_ALL
0x00000000, 0x2004381c, 0x00002004, 0x00000000, 0x00000000, 0x20040000, 0x381c2004, 0x00000000, // ICON_ZOOM_CENTER
0x00000000, 0x1db80000, 0x10081008, 0x10080000, 0x00001008, 0x10081008, 0x00001db8, 0x00000000, // ICON_BOX_DOTS_SMALL
0x35560000, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x35562002, 0x00000000, // ICON_BOX_DOTS_BIG
0x7ffe0000, 0x40024002, 0x48124ff2, 0x49924812, 0x48124992, 0x4ff24812, 0x40024002, 0x00007ffe, // ICON_BOX_CONCENTRIC
0x00000000, 0x10841ffc, 0x10841084, 0x1ffc1084, 0x10841084, 0x10841084, 0x00001ffc, 0x00000000, // ICON_BOX_GRID_BIG
0x00000000, 0x00000000, 0x10000000, 0x04000800, 0x01040200, 0x00500088, 0x00000020, 0x00000000, // ICON_OK_TICK
0x00000000, 0x10080000, 0x04200810, 0x01800240, 0x02400180, 0x08100420, 0x00001008, 0x00000000, // ICON_CROSS
0x00000000, 0x02000000, 0x00800100, 0x00200040, 0x00200010, 0x00800040, 0x02000100, 0x00000000, // ICON_ARROW_LEFT
0x00000000, 0x00400000, 0x01000080, 0x04000200, 0x04000800, 0x01000200, 0x00400080, 0x00000000, // ICON_ARROW_RIGHT
0x00000000, 0x00000000, 0x00000000, 0x08081004, 0x02200410, 0x00800140, 0x00000000, 0x00000000, // ICON_ARROW_DOWN
0x00000000, 0x00000000, 0x01400080, 0x04100220, 0x10040808, 0x00000000, 0x00000000, 0x00000000, // ICON_ARROW_UP
0x00000000, 0x02000000, 0x03800300, 0x03e003c0, 0x03e003f0, 0x038003c0, 0x02000300, 0x00000000, // ICON_ARROW_LEFT_FILL
0x00000000, 0x00400000, 0x01c000c0, 0x07c003c0, 0x07c00fc0, 0x01c003c0, 0x004000c0, 0x00000000, // ICON_ARROW_RIGHT_FILL
0x00000000, 0x00000000, 0x00000000, 0x0ff81ffc, 0x03e007f0, 0x008001c0, 0x00000000, 0x00000000, // ICON_ARROW_DOWN_FILL
0x00000000, 0x00000000, 0x01c00080, 0x07f003e0, 0x1ffc0ff8, 0x00000000, 0x00000000, 0x00000000, // ICON_ARROW_UP_FILL
0x00000000, 0x18a008c0, 0x32881290, 0x24822686, 0x26862482, 0x12903288, 0x08c018a0, 0x00000000, // ICON_AUDIO
0x00000000, 0x04800780, 0x004000c0, 0x662000f0, 0x08103c30, 0x130a0e18, 0x0000318e, 0x00000000, // ICON_FX
0x00000000, 0x00800000, 0x08880888, 0x2aaa0a8a, 0x0a8a2aaa, 0x08880888, 0x00000080, 0x00000000, // ICON_WAVE
0x00000000, 0x00600000, 0x01080090, 0x02040108, 0x42044204, 0x24022402, 0x00001800, 0x00000000, // ICON_WAVE_SINUS
0x00000000, 0x07f80000, 0x04080408, 0x04080408, 0x04080408, 0x7c0e0408, 0x00000000, 0x00000000, // ICON_WAVE_SQUARE
0x00000000, 0x00000000, 0x00a00040, 0x22084110, 0x08021404, 0x00000000, 0x00000000, 0x00000000, // ICON_WAVE_TRIANGULAR
0x00000000, 0x00000000, 0x04200000, 0x01800240, 0x02400180, 0x00000420, 0x00000000, 0x00000000, // ICON_CROSS_SMALL
0x00000000, 0x18380000, 0x12281428, 0x10a81128, 0x112810a8, 0x14281228, 0x00001838, 0x00000000, // ICON_PLAYER_PREVIOUS
0x00000000, 0x18000000, 0x11801600, 0x10181060, 0x10601018, 0x16001180, 0x00001800, 0x00000000, // ICON_PLAYER_PLAY_BACK
0x00000000, 0x00180000, 0x01880068, 0x18080608, 0x06081808, 0x00680188, 0x00000018, 0x00000000, // ICON_PLAYER_PLAY
0x00000000, 0x1e780000, 0x12481248, 0x12481248, 0x12481248, 0x12481248, 0x00001e78, 0x00000000, // ICON_PLAYER_PAUSE
0x00000000, 0x1ff80000, 0x10081008, 0x10081008, 0x10081008, 0x10081008, 0x00001ff8, 0x00000000, // ICON_PLAYER_STOP
0x00000000, 0x1c180000, 0x14481428, 0x15081488, 0x14881508, 0x14281448, 0x00001c18, 0x00000000, // ICON_PLAYER_NEXT
0x00000000, 0x03c00000, 0x08100420, 0x10081008, 0x10081008, 0x04200810, 0x000003c0, 0x00000000, // ICON_PLAYER_RECORD
0x00000000, 0x0c3007e0, 0x13c81818, 0x14281668, 0x14281428, 0x1c381c38, 0x08102244, 0x00000000, // ICON_MAGNET
0x07c00000, 0x08200820, 0x3ff80820, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // ICON_LOCK_CLOSE
0x07c00000, 0x08000800, 0x3ff80800, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // ICON_LOCK_OPEN
0x01c00000, 0x0c180770, 0x3086188c, 0x60832082, 0x60034781, 0x30062002, 0x0c18180c, 0x01c00770, // ICON_CLOCK
0x0a200000, 0x1b201b20, 0x04200e20, 0x04200420, 0x04700420, 0x0e700e70, 0x0e700e70, 0x04200e70, // ICON_TOOLS
0x01800000, 0x3bdc318c, 0x0ff01ff8, 0x7c3e1e78, 0x1e787c3e, 0x1ff80ff0, 0x318c3bdc, 0x00000180, // ICON_GEAR
0x01800000, 0x3ffc318c, 0x1c381ff8, 0x781e1818, 0x1818781e, 0x1ff81c38, 0x318c3ffc, 0x00000180, // ICON_GEAR_BIG
0x00000000, 0x08080ff8, 0x08081ffc, 0x0aa80aa8, 0x0aa80aa8, 0x0aa80aa8, 0x08080aa8, 0x00000ff8, // ICON_BIN
0x00000000, 0x00000000, 0x20043ffc, 0x08043f84, 0x04040f84, 0x04040784, 0x000007fc, 0x00000000, // ICON_HAND_POINTER
0x00000000, 0x24400400, 0x00001480, 0x6efe0e00, 0x00000e00, 0x24401480, 0x00000400, 0x00000000, // ICON_LASER
0x00000000, 0x03c00000, 0x08300460, 0x11181118, 0x11181118, 0x04600830, 0x000003c0, 0x00000000, // ICON_COIN
0x00000000, 0x10880080, 0x06c00810, 0x366c07e0, 0x07e00240, 0x00001768, 0x04200240, 0x00000000, // ICON_EXPLOSION
0x00000000, 0x3d280000, 0x2528252c, 0x3d282528, 0x05280528, 0x05e80528, 0x00000000, 0x00000000, // ICON_1UP
0x01800000, 0x03c003c0, 0x018003c0, 0x0ff007e0, 0x0bd00bd0, 0x0a500bd0, 0x02400240, 0x02400240, // ICON_PLAYER
0x01800000, 0x03c003c0, 0x118013c0, 0x03c81ff8, 0x07c003c8, 0x04400440, 0x0c080478, 0x00000000, // ICON_PLAYER_JUMP
0x3ff80000, 0x30183ff8, 0x30183018, 0x3ff83ff8, 0x03000300, 0x03c003c0, 0x03e00300, 0x000003e0, // ICON_KEY
0x3ff80000, 0x3ff83ff8, 0x33983ff8, 0x3ff83398, 0x3ff83ff8, 0x00000540, 0x0fe00aa0, 0x00000fe0, // ICON_DEMON
0x00000000, 0x0ff00000, 0x20041008, 0x25442004, 0x10082004, 0x06000bf0, 0x00000300, 0x00000000, // ICON_TEXT_POPUP
0x00000000, 0x11440000, 0x07f00be8, 0x1c1c0e38, 0x1c1c0c18, 0x07f00e38, 0x11440be8, 0x00000000, // ICON_GEAR_EX
0x00000000, 0x20080000, 0x0c601010, 0x07c00fe0, 0x07c007c0, 0x0c600fe0, 0x20081010, 0x00000000, // ICON_CRACK
0x00000000, 0x20080000, 0x0c601010, 0x04400fe0, 0x04405554, 0x0c600fe0, 0x20081010, 0x00000000, // ICON_CRACK_POINTS
0x00000000, 0x00800080, 0x01c001c0, 0x1ffc3ffe, 0x03e007f0, 0x07f003e0, 0x0c180770, 0x00000808, // ICON_STAR
0x0ff00000, 0x08180810, 0x08100818, 0x0a100810, 0x08180810, 0x08100818, 0x08100810, 0x00001ff8, // ICON_DOOR
0x0ff00000, 0x08100810, 0x08100810, 0x10100010, 0x4f902010, 0x10102010, 0x08100010, 0x00000ff0, // ICON_EXIT
0x00040000, 0x001f000e, 0x0ef40004, 0x12f41284, 0x0ef41214, 0x10040004, 0x7ffc3004, 0x10003000, // ICON_MODE_2D
0x78040000, 0x501f600e, 0x0ef44004, 0x12f41284, 0x0ef41284, 0x10140004, 0x7ffc300c, 0x10003000, // ICON_MODE_3D
0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE
0x7fe00000, 0x5ff87ff0, 0x47fe4ffc, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_TOP
0x7fe00000, 0x50386030, 0x47c2483c, 0x443e443e, 0x443e443e, 0x241e75fe, 0x0c06140e, 0x000007fe, // ICON_CUBE_FACE_LEFT
0x7fe00000, 0x50286030, 0x47fe4804, 0x47fe47fe, 0x47fe47fe, 0x27fe77fe, 0x0ffe17fe, 0x000007fe, // ICON_CUBE_FACE_FRONT
0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x3bf27be2, 0x0bfe1bfa, 0x000007fe, // ICON_CUBE_FACE_BOTTOM
0x7fe00000, 0x70286030, 0x7ffe7804, 0x7c227c02, 0x7c227c22, 0x3c127de2, 0x0c061c0a, 0x000007fe, // ICON_CUBE_FACE_RIGHT
0x7fe00000, 0x6fe85ff0, 0x781e77e4, 0x7be27be2, 0x7be27be2, 0x24127be2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_BACK
0x00000000, 0x2a0233fe, 0x22022602, 0x22022202, 0x2a022602, 0x00a033fe, 0x02080110, 0x00000000, // ICON_CAMERA
0x00000000, 0x200c3ffc, 0x000c000c, 0x3ffc000c, 0x30003000, 0x30003000, 0x3ffc3004, 0x00000000, // ICON_SPECIAL
0x00000000, 0x0022003e, 0x012201e2, 0x0100013e, 0x01000100, 0x79000100, 0x4f004900, 0x00007800, // ICON_LINK_NET
0x00000000, 0x44007c00, 0x45004600, 0x00627cbe, 0x00620022, 0x45007cbe, 0x44004600, 0x00007c00, // ICON_LINK_BOXES
0x00000000, 0x0044007c, 0x0010007c, 0x3f100010, 0x3f1021f0, 0x3f100010, 0x3f0021f0, 0x00000000, // ICON_LINK_MULTI
0x00000000, 0x0044007c, 0x00440044, 0x0010007c, 0x00100010, 0x44107c10, 0x440047f0, 0x00007c00, // ICON_LINK
0x00000000, 0x0044007c, 0x00440044, 0x0000007c, 0x00000010, 0x44007c10, 0x44004550, 0x00007c00, // ICON_LINK_BROKE
0x02a00000, 0x22a43ffc, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // ICON_TEXT_NOTES
0x3ffc0000, 0x20042004, 0x245e27c4, 0x27c42444, 0x2004201e, 0x201e2004, 0x20042004, 0x00003ffc, // ICON_NOTEBOOK
0x00000000, 0x07e00000, 0x04200420, 0x24243ffc, 0x24242424, 0x24242424, 0x3ffc2424, 0x00000000, // ICON_SUITCASE
0x00000000, 0x0fe00000, 0x08200820, 0x40047ffc, 0x7ffc5554, 0x40045554, 0x7ffc4004, 0x00000000, // ICON_SUITCASE_ZIP
0x00000000, 0x20043ffc, 0x3ffc2004, 0x13c81008, 0x100813c8, 0x10081008, 0x1ff81008, 0x00000000, // ICON_MAILBOX
0x00000000, 0x40027ffe, 0x5ffa5ffa, 0x5ffa5ffa, 0x40025ffa, 0x03c07ffe, 0x1ff81ff8, 0x00000000, // ICON_MONITOR
0x0ff00000, 0x6bfe7ffe, 0x7ffe7ffe, 0x68167ffe, 0x08106816, 0x08100810, 0x0ff00810, 0x00000000, // ICON_PRINTER
0x3ff80000, 0xfffe2008, 0x870a8002, 0x904a888a, 0x904a904a, 0x870a888a, 0xfffe8002, 0x00000000, // ICON_PHOTO_CAMERA
0x0fc00000, 0xfcfe0cd8, 0x8002fffe, 0x84428382, 0x84428442, 0x80028382, 0xfffe8002, 0x00000000, // ICON_PHOTO_CAMERA_FLASH
0x00000000, 0x02400180, 0x08100420, 0x20041008, 0x23c42004, 0x22442244, 0x3ffc2244, 0x00000000, // ICON_HOUSE
0x00000000, 0x1c700000, 0x3ff83ef8, 0x3ff83ff8, 0x0fe01ff0, 0x038007c0, 0x00000100, 0x00000000, // ICON_HEART
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x80000000, 0xe000c000, // ICON_CORNER
0x00000000, 0x14001c00, 0x15c01400, 0x15401540, 0x155c1540, 0x15541554, 0x1ddc1554, 0x00000000, // ICON_VERTICAL_BARS
0x00000000, 0x03000300, 0x1b001b00, 0x1b601b60, 0x1b6c1b60, 0x1b6c1b6c, 0x1b6c1b6c, 0x00000000, // ICON_VERTICAL_BARS_FILL
0x00000000, 0x00000000, 0x403e7ffe, 0x7ffe403e, 0x7ffe0000, 0x43fe43fe, 0x00007ffe, 0x00000000, // ICON_LIFE_BARS
0x7ffc0000, 0x43844004, 0x43844284, 0x43844004, 0x42844284, 0x42844284, 0x40044384, 0x00007ffc, // ICON_INFO
0x40008000, 0x10002000, 0x04000800, 0x01000200, 0x00400080, 0x00100020, 0x00040008, 0x00010002, // ICON_CROSSLINE
0x00000000, 0x1ff01ff0, 0x18301830, 0x1f001830, 0x03001f00, 0x00000300, 0x03000300, 0x00000000, // ICON_HELP
0x3ff00000, 0x2abc3550, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x00003ffc, // ICON_FILETYPE_ALPHA
0x3ff00000, 0x201c2010, 0x22442184, 0x28142424, 0x29942814, 0x2ff42994, 0x20042004, 0x00003ffc, // ICON_FILETYPE_HOME
0x07fe0000, 0x04020402, 0x7fe20402, 0x44224422, 0x44224422, 0x402047fe, 0x40204020, 0x00007fe0, // ICON_LAYERS_VISIBLE
0x07fe0000, 0x04020402, 0x7c020402, 0x44024402, 0x44024402, 0x402047fe, 0x40204020, 0x00007fe0, // ICON_LAYERS
0x00000000, 0x40027ffe, 0x7ffe4002, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_WINDOW
0x09100000, 0x09f00910, 0x09100910, 0x00000910, 0x24a2779e, 0x27a224a2, 0x709e20a2, 0x00000000, // ICON_HIDPI
0x3ff00000, 0x201c2010, 0x2a842e84, 0x2e842a84, 0x2ba42004, 0x2aa42aa4, 0x20042ba4, 0x00003ffc, // ICON_FILETYPE_BINARY
0x00000000, 0x00000000, 0x00120012, 0x4a5e4bd2, 0x485233d2, 0x00004bd2, 0x00000000, 0x00000000, // ICON_HEX
0x01800000, 0x381c0660, 0x23c42004, 0x23c42044, 0x13c82204, 0x08101008, 0x02400420, 0x00000180, // ICON_SHIELD
0x007e0000, 0x20023fc2, 0x40227fe2, 0x400a403a, 0x400a400a, 0x400a400a, 0x4008400e, 0x00007ff8, // ICON_FILE_NEW
0x00000000, 0x0042007e, 0x40027fc2, 0x44024002, 0x5f024402, 0x44024402, 0x7ffe4002, 0x00000000, // ICON_FOLDER_ADD
0x44220000, 0x12482244, 0xf3cf0000, 0x14280420, 0x48122424, 0x08100810, 0x1ff81008, 0x03c00420, // ICON_ALARM
0x0aa00000, 0x1ff80aa0, 0x1068700e, 0x1008706e, 0x1008700e, 0x1008700e, 0x0aa01ff8, 0x00000aa0, // ICON_CPU
0x07e00000, 0x04201db8, 0x04a01c38, 0x04a01d38, 0x04a01d38, 0x04a01d38, 0x04201d38, 0x000007e0, // ICON_ROM
0x00000000, 0x03c00000, 0x3c382ff0, 0x3c04380c, 0x01800000, 0x03c003c0, 0x00000180, 0x00000000, // ICON_STEP_OVER
0x01800000, 0x01800180, 0x01800180, 0x03c007e0, 0x00000180, 0x01800000, 0x03c003c0, 0x00000180, // ICON_STEP_INTO
0x01800000, 0x07e003c0, 0x01800180, 0x01800180, 0x00000180, 0x01800000, 0x03c003c0, 0x00000180, // ICON_STEP_OUT
0x00000000, 0x0ff003c0, 0x181c1c34, 0x303c301c, 0x30003000, 0x1c301800, 0x03c00ff0, 0x00000000, // ICON_RESTART
0x00000000, 0x00000000, 0x07e003c0, 0x0ff00ff0, 0x0ff00ff0, 0x03c007e0, 0x00000000, 0x00000000, // ICON_BREAKPOINT_ON
0x00000000, 0x00000000, 0x042003c0, 0x08100810, 0x08100810, 0x03c00420, 0x00000000, 0x00000000, // ICON_BREAKPOINT_OFF
0x00000000, 0x00000000, 0x1ff81ff8, 0x1ff80000, 0x00001ff8, 0x1ff81ff8, 0x00000000, 0x00000000, // ICON_BURGER_MENU
0x00000000, 0x00000000, 0x00880070, 0x0c880088, 0x1e8810f8, 0x3e881288, 0x00000000, 0x00000000, // ICON_CASE_SENSITIVE
0x00000000, 0x02000000, 0x07000a80, 0x07001fc0, 0x02000a80, 0x00300030, 0x00000000, 0x00000000, // ICON_REG_EXP
0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_FOLDER
0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x00003ffc, // ICON_FILE
0x1ff00000, 0x20082008, 0x17d02fe8, 0x05400ba0, 0x09200540, 0x23881010, 0x2fe827c8, 0x00001ff0, // ICON_SAND_TIMER
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_220
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_221
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_222
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_223
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_224
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_225
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_226
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_227
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_228
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_229
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_230
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_231
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_232
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_233
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_234
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_235
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_236
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_237
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_238
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_239
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_240
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_241
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_242
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_243
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_244
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_245
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_246
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_247
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_248
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_249
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_250
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_251
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_252
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_253
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_254
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_255
};
// NOTE: We keep a pointer to the icons array, useful to point to other sets if required
static unsigned int *guiIconsPtr = guiIcons;
#endif // !RAYGUI_NO_ICONS && !RAYGUI_CUSTOM_ICONS
#ifndef RAYGUI_ICON_SIZE
#define RAYGUI_ICON_SIZE 0
#endif
// WARNING: Those values define the total size of the style data array,
// if changed, previous saved styles could become incompatible
#define RAYGUI_MAX_CONTROLS 16 // Maximum number of controls
#define RAYGUI_MAX_PROPS_BASE 16 // Maximum number of base properties
#define RAYGUI_MAX_PROPS_EXTENDED 8 // Maximum number of extended properties
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Gui control property style color element
typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static GuiState guiState = STATE_NORMAL; // Gui global state, if !STATE_NORMAL, forces defined state
static Font guiFont = { 0 }; // Gui current font (WARNING: highly coupled to raylib)
static bool guiLocked = false; // Gui lock state (no inputs processed)
static float guiAlpha = 1.0f; // Gui controls transparency
static unsigned int guiIconScale = 1; // Gui icon default scale (if icons enabled)
static bool guiTooltip = false; // Tooltip enabled/disabled
static const char *guiTooltipPtr = NULL; // Tooltip string pointer (string provided by user)
static bool guiSliderDragging = false; // Gui slider drag state (no inputs processed except dragged slider)
static Rectangle guiSliderActive = { 0 }; // Gui slider active bounds rectangle, used as an unique identifier
static int textBoxCursorIndex = 0; // Cursor index, shared by all GuiTextBox*()
//static int blinkCursorFrameCounter = 0; // Frame counter for cursor blinking
static int autoCursorCooldownCounter = 0; // Cooldown frame counter for automatic cursor movement on key-down
static int autoCursorDelayCounter = 0; // Delay frame counter for automatic cursor movement
//----------------------------------------------------------------------------------
// Style data array for all gui style properties (allocated on data segment by default)
//
// NOTE 1: First set of BASE properties are generic to all controls but could be individually
// overwritten per control, first set of EXTENDED properties are generic to all controls and
// can not be overwritten individually but custom EXTENDED properties can be used by control
//
// NOTE 2: A new style set could be loaded over this array using GuiLoadStyle(),
// but default gui style could always be recovered with GuiLoadStyleDefault()
//
// guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB
//----------------------------------------------------------------------------------
static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)] = { 0 };
static bool guiStyleLoaded = false; // Style loaded flag for lazy style initialization
//----------------------------------------------------------------------------------
// Standalone Mode Functions Declaration
//
// NOTE: raygui depend on some raylib input and drawing functions
// To use raygui as standalone library, below functions must be defined by the user
//----------------------------------------------------------------------------------
#if defined(RAYGUI_STANDALONE)
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_BACKSPACE 259
#define KEY_ENTER 257
#define MOUSE_LEFT_BUTTON 0
// Input required functions
//-------------------------------------------------------------------------------
static Vector2 GetMousePosition(void);
static float GetMouseWheelMove(void);
static bool IsMouseButtonDown(int button);
static bool IsMouseButtonPressed(int button);
static bool IsMouseButtonReleased(int button);
static bool IsKeyDown(int key);
static bool IsKeyPressed(int key);
static int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox()
//-------------------------------------------------------------------------------
// Drawing required functions
//-------------------------------------------------------------------------------
static void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle()
static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker()
//-------------------------------------------------------------------------------
// Text required functions
//-------------------------------------------------------------------------------
static Font GetFontDefault(void); // -- GuiLoadStyleDefault()
static Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle(), load font
static Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image
static void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization)
static char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data
static void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data
static const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs
static int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list
static void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list
static unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle()
//-------------------------------------------------------------------------------
// raylib functions already implemented in raygui
//-------------------------------------------------------------------------------
static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
static int ColorToInt(Color color); // Returns hexadecimal value for a Color
static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
static const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
static const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
static int TextToInteger(const char *text); // Get integer value from text
static int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded text
static const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode codepoint into UTF-8 text (char array size returned as parameter)
static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw rectangle vertical gradient
//-------------------------------------------------------------------------------
#endif // RAYGUI_STANDALONE
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize); // Load style from memory (binary only)
static int GetTextWidth(const char *text); // Gui get text width using gui font and style
static Rectangle GetTextBounds(int control, Rectangle bounds); // Get text bounds considering control bounds
static const char *GetTextIcon(const char *text, int *iconId); // Get text icon if provided and move text cursor
static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint); // Gui draw text using default font
static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color); // Gui draw rectangle using default raygui style
static const char **GuiTextSplit(const char *text, char delimiter, int *count, int *textRow); // Split controls text into multiple strings
static Vector3 ConvertHSVtoRGB(Vector3 hsv); // Convert color data from HSV to RGB
static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color data from RGB to HSV
static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue); // Scroll bar control, used by GuiScrollPanel()
static void GuiTooltip(Rectangle controlRec); // Draw tooltip using control rec position
static Color GuiFade(Color color, float alpha); // Fade color by an alpha factor
//----------------------------------------------------------------------------------
// Gui Setup Functions Definition
//----------------------------------------------------------------------------------
// Enable gui global state
// NOTE: We check for STATE_DISABLED to avoid messing custom global state setups
void GuiEnable(void) { if (guiState == STATE_DISABLED) guiState = STATE_NORMAL; }
// Disable gui global state
// NOTE: We check for STATE_NORMAL to avoid messing custom global state setups
void GuiDisable(void) { if (guiState == STATE_NORMAL) guiState = STATE_DISABLED; }
// Lock gui global state
void GuiLock(void) { guiLocked = true; }
// Unlock gui global state
void GuiUnlock(void) { guiLocked = false; }
// Check if gui is locked (global state)
bool GuiIsLocked(void) { return guiLocked; }
// Set gui controls alpha global state
void GuiSetAlpha(float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
guiAlpha = alpha;
}
// Set gui state (global state)
void GuiSetState(int state) { guiState = (GuiState)state; }
// Get gui state (global state)
int GuiGetState(void) { return guiState; }
// Set custom gui font
// NOTE: Font loading/unloading is external to raygui
void GuiSetFont(Font font)
{
if (font.texture.id > 0)
{
// NOTE: If we try to setup a font but default style has not been
// lazily loaded before, it will be overwritten, so we need to force
// default style loading first
if (!guiStyleLoaded) GuiLoadStyleDefault();
guiFont = font;
}
}
// Get custom gui font
Font GuiGetFont(void)
{
return guiFont;
}
// Set control style property value
void GuiSetStyle(int control, int property, int value)
{
if (!guiStyleLoaded) GuiLoadStyleDefault();
guiStyle[control*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property] = value;
// Default properties are propagated to all controls
if ((control == 0) && (property < RAYGUI_MAX_PROPS_BASE))
{
for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) guiStyle[i*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property] = value;
}
}
// Get control style property value
int GuiGetStyle(int control, int property)
{
if (!guiStyleLoaded) GuiLoadStyleDefault();
return guiStyle[control*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property];
}
//----------------------------------------------------------------------------------
// Gui Controls Functions Definition
//----------------------------------------------------------------------------------
// Window Box control
int GuiWindowBox(Rectangle bounds, const char *title)
{
// Window title bar height (including borders)
// NOTE: This define is also used by GuiMessageBox() and GuiTextInputBox()
#if !defined(RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT)
#define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 24
#endif
int result = 0;
//GuiState state = guiState;
int statusBarHeight = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT;
Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)statusBarHeight };
if (bounds.height < statusBarHeight*2.0f) bounds.height = statusBarHeight*2.0f;
Rectangle windowPanel = { bounds.x, bounds.y + (float)statusBarHeight - 1, bounds.width, bounds.height - (float)statusBarHeight + 1 };
Rectangle closeButtonRec = { statusBar.x + statusBar.width - GuiGetStyle(STATUSBAR, BORDER_WIDTH) - 20,
statusBar.y + statusBarHeight/2.0f - 18.0f/2.0f, 18, 18 };
// Update control
//--------------------------------------------------------------------
// NOTE: Logic is directly managed by button
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiStatusBar(statusBar, title); // Draw window header as status bar
GuiPanel(windowPanel, NULL); // Draw window base
// Draw window close button
int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
#if defined(RAYGUI_NO_ICONS)
result = GuiButton(closeButtonRec, "x");
#else
result = GuiButton(closeButtonRec, GuiIconText(ICON_CROSS_SMALL, NULL));
#endif
GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment);
//--------------------------------------------------------------------
return result; // Window close button clicked: result = 1
}
// Group Box control with text name
int GuiGroupBox(Rectangle bounds, const char *text)
{
#if !defined(RAYGUI_GROUPBOX_LINE_THICK)
#define RAYGUI_GROUPBOX_LINE_THICK 1
#endif
int result = 0;
GuiState state = guiState;
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)));
GuiLine(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, bounds.width, (float)GuiGetStyle(DEFAULT, TEXT_SIZE) }, text);
//--------------------------------------------------------------------
return result;
}
// Line control
int GuiLine(Rectangle bounds, const char *text)
{
#if !defined(RAYGUI_LINE_ORIGIN_SIZE)
#define RAYGUI_LINE_MARGIN_TEXT 12
#endif
#if !defined(RAYGUI_LINE_TEXT_PADDING)
#define RAYGUI_LINE_TEXT_PADDING 4
#endif
int result = 0;
GuiState state = guiState;
Color color = GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR));
// Draw control
//--------------------------------------------------------------------
if (text == NULL) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height/2, bounds.width, 1 }, 0, BLANK, color);
else
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(text) + 2;
textBounds.height = bounds.height;
textBounds.x = bounds.x + RAYGUI_LINE_MARGIN_TEXT;
textBounds.y = bounds.y;
// Draw line with embedded text label: "--- text --------------"
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height/2, RAYGUI_LINE_MARGIN_TEXT - RAYGUI_LINE_TEXT_PADDING, 1 }, 0, BLANK, color);
GuiDrawText(text, textBounds, TEXT_ALIGN_LEFT, color);
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + 12 + textBounds.width + 4, bounds.y + bounds.height/2, bounds.width - textBounds.width - RAYGUI_LINE_MARGIN_TEXT - RAYGUI_LINE_TEXT_PADDING, 1 }, 0, BLANK, color);
}
//--------------------------------------------------------------------
return result;
}
// Panel control
int GuiPanel(Rectangle bounds, const char *text)
{
#if !defined(RAYGUI_PANEL_BORDER_WIDTH)
#define RAYGUI_PANEL_BORDER_WIDTH 1
#endif
int result = 0;
GuiState state = guiState;
// Text will be drawn as a header bar (if provided)
Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT };
if ((text != NULL) && (bounds.height < RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f)) bounds.height = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f;
if (text != NULL)
{
// Move panel bounds after the header bar
bounds.y += (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
}
// Draw control
//--------------------------------------------------------------------
if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar
GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)),
GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)));
//--------------------------------------------------------------------
return result;
}
// Tab Bar control
// NOTE: Using GuiToggle() for the TABS
int GuiTabBar(Rectangle bounds, const char **text, int count, int *active)
{
#define RAYGUI_TABBAR_ITEM_WIDTH 160
int result = -1;
//GuiState state = guiState;
Rectangle tabBounds = { bounds.x, bounds.y, RAYGUI_TABBAR_ITEM_WIDTH, bounds.height };
if (*active < 0) *active = 0;
else if (*active > count - 1) *active = count - 1;
int offsetX = 0; // Required in case tabs go out of screen
offsetX = (*active + 2)*RAYGUI_TABBAR_ITEM_WIDTH - GetScreenWidth();
if (offsetX < 0) offsetX = 0;
bool toggle = false; // Required for individual toggles
// Draw control
//--------------------------------------------------------------------
for (int i = 0; i < count; i++)
{
tabBounds.x = bounds.x + (RAYGUI_TABBAR_ITEM_WIDTH + 4)*i - offsetX;
if (tabBounds.x < GetScreenWidth())
{
// Draw tabs as toggle controls
int textAlignment = GuiGetStyle(TOGGLE, TEXT_ALIGNMENT);
int textPadding = GuiGetStyle(TOGGLE, TEXT_PADDING);
GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(TOGGLE, TEXT_PADDING, 8);
if (i == (*active))
{
toggle = true;
GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle);
}
else
{
toggle = false;
GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle);
if (toggle) *active = i;
}
GuiSetStyle(TOGGLE, TEXT_PADDING, textPadding);
GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, textAlignment);
// Draw tab close button
// NOTE: Only draw close button for current tab: if (CheckCollisionPointRec(mousePosition, tabBounds))
int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
#if defined(RAYGUI_NO_ICONS)
if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, "x")) result = i;
#else
if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, GuiIconText(ICON_CROSS_SMALL, NULL))) result = i;
#endif
GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment);
}
}
// Draw tab-bar bottom line
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, 1 }, 0, BLANK, GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_NORMAL)));
//--------------------------------------------------------------------
return result; // Return as result the current TAB closing requested
}
// Scroll Panel control
int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view)
{
#define RAYGUI_MIN_SCROLLBAR_WIDTH 40
#define RAYGUI_MIN_SCROLLBAR_HEIGHT 40
int result = 0;
GuiState state = guiState;
float mouseWheelSpeed = 20.0f; // Default movement speed with mouse wheel
Rectangle temp = { 0 };
if (view == NULL) view = &temp;
Vector2 scrollPos = { 0.0f, 0.0f };
if (scroll != NULL) scrollPos = *scroll;
// Text will be drawn as a header bar (if provided)
Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT };
if (bounds.height < RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f) bounds.height = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f;
if (text != NULL)
{
// Move panel bounds after the header bar
bounds.y += (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + 1;
}
bool hasHorizontalScrollBar = (content.width > bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
bool hasVerticalScrollBar = (content.height > bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
// Recheck to account for the other scrollbar being visible
if (!hasHorizontalScrollBar) hasHorizontalScrollBar = (hasVerticalScrollBar && (content.width > (bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
if (!hasVerticalScrollBar) hasVerticalScrollBar = (hasHorizontalScrollBar && (content.height > (bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
int verticalScrollBarWidth = hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
Rectangle horizontalScrollBar = {
(float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH),
(float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH),
(float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH),
(float)horizontalScrollBarWidth
};
Rectangle verticalScrollBar = {
(float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)),
(float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH),
(float)verticalScrollBarWidth,
(float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH)
};
// Make sure scroll bars have a minimum width/height
// NOTE: If content >>> bounds, size could be very small or even 0
if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH)
{
horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH;
mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.height vs bounds.height
}
if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT)
{
verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT;
mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.width vs bounds.width
}
// Calculate view area (area without the scrollbars)
*view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)?
RAYGUI_CLITERAL(Rectangle){ bounds.x + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth } :
RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth };
// Clip view area to the actual content size
if (view->width > content.width) view->width = content.width;
if (view->height > content.height) view->height = content.height;
float horizontalMin = hasHorizontalScrollBar? ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH) : (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH);
float horizontalMax = hasHorizontalScrollBar? content.width - bounds.width + (float)verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) - (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)verticalScrollBarWidth : 0) : (float)-GuiGetStyle(DEFAULT, BORDER_WIDTH);
float verticalMin = hasVerticalScrollBar? 0.0f : -1.0f;
float verticalMax = hasVerticalScrollBar? content.height - bounds.height + (float)horizontalScrollBarWidth + (float)GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)-GuiGetStyle(DEFAULT, BORDER_WIDTH);
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
// Check button state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
#if defined(SUPPORT_SCROLLBAR_KEY_INPUT)
if (hasHorizontalScrollBar)
{
if (IsKeyDown(KEY_RIGHT)) scrollPos.x -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
if (IsKeyDown(KEY_LEFT)) scrollPos.x += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
}
if (hasVerticalScrollBar)
{
if (IsKeyDown(KEY_DOWN)) scrollPos.y -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
if (IsKeyDown(KEY_UP)) scrollPos.y += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
}
#endif
float wheelMove = GetMouseWheelMove();
// Horizontal and vertical scrolling with mouse wheel
if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT))) scrollPos.x += wheelMove*mouseWheelSpeed;
else scrollPos.y += wheelMove*mouseWheelSpeed; // Vertical scroll
}
}
// Normalize scroll values
if (scrollPos.x > -horizontalMin) scrollPos.x = -horizontalMin;
if (scrollPos.x < -horizontalMax) scrollPos.x = -horizontalMax;
if (scrollPos.y > -verticalMin) scrollPos.y = -verticalMin;
if (scrollPos.y < -verticalMax) scrollPos.y = -verticalMax;
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar
GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
// Save size of the scrollbar slider
const int slider = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE);
// Draw horizontal scrollbar if visible
if (hasHorizontalScrollBar)
{
// Change scrollbar slider size to show the diff in size between the content width and the widget width
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)(((bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)/(int)content.width)*((int)bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)));
scrollPos.x = (float)-GuiScrollBar(horizontalScrollBar, (int)-scrollPos.x, (int)horizontalMin, (int)horizontalMax);
}
else scrollPos.x = 0.0f;
// Draw vertical scrollbar if visible
if (hasVerticalScrollBar)
{
// Change scrollbar slider size to show the diff in size between the content height and the widget height
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)(((bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)/(int)content.height)*((int)bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)));
scrollPos.y = (float)-GuiScrollBar(verticalScrollBar, (int)-scrollPos.y, (int)verticalMin, (int)verticalMax);
}
else scrollPos.y = 0.0f;
// Draw detail corner rectangle if both scroll bars are visible
if (hasHorizontalScrollBar && hasVerticalScrollBar)
{
Rectangle corner = { (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) + 2) : (horizontalScrollBar.x + horizontalScrollBar.width + 2), verticalScrollBar.y + verticalScrollBar.height + 2, (float)horizontalScrollBarWidth - 4, (float)verticalScrollBarWidth - 4 };
GuiDrawRectangle(corner, 0, BLANK, GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))));
}
// Draw scrollbar lines depending on current state
GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), BLANK);
// Set scrollbar slider size back to the way it was before
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, slider);
//--------------------------------------------------------------------
if (scroll != NULL) *scroll = scrollPos;
return result;
}
// Label control
int GuiLabel(Rectangle bounds, const char *text)
{
int result = 0;
GuiState state = guiState;
// Update control
//--------------------------------------------------------------------
//...
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
//--------------------------------------------------------------------
return result;
}
// Button control, returns true when clicked
int GuiButton(Rectangle bounds, const char *text)
{
int result = 0;
GuiState state = guiState;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check button state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), GetColor(GuiGetStyle(BUTTON, BASE + (state*3))));
GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))));
if (state == STATE_FOCUSED) GuiTooltip(bounds);
//------------------------------------------------------------------
return result; // Button pressed: result = 1
}
// Label button control
int GuiLabelButton(Rectangle bounds, const char *text)
{
GuiState state = guiState;
bool pressed = false;
// NOTE: We force bounds.width to be all text
float textWidth = (float)GetTextWidth(text);
if ((bounds.width - 2*GuiGetStyle(LABEL, BORDER_WIDTH) - 2*GuiGetStyle(LABEL, TEXT_PADDING)) < textWidth) bounds.width = textWidth + 2*GuiGetStyle(LABEL, BORDER_WIDTH) + 2*GuiGetStyle(LABEL, TEXT_PADDING) + 2;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check checkbox state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
//--------------------------------------------------------------------
return pressed;
}
// Toggle Button control, returns true when active
int GuiToggle(Rectangle bounds, const char *text, bool *active)
{
int result = 0;
GuiState state = guiState;
bool temp = false;
if (active == NULL) active = &temp;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check toggle button state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
state = STATE_NORMAL;
*active = !(*active);
}
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state == STATE_NORMAL)
{
GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, ((*active)? BORDER_COLOR_PRESSED : (BORDER + state*3)))), GetColor(GuiGetStyle(TOGGLE, ((*active)? BASE_COLOR_PRESSED : (BASE + state*3)))));
GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, ((*active)? TEXT_COLOR_PRESSED : (TEXT + state*3)))));
}
else
{
GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), GetColor(GuiGetStyle(TOGGLE, BASE + state*3)));
GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, TEXT + state*3)));
}
if (state == STATE_FOCUSED) GuiTooltip(bounds);
//--------------------------------------------------------------------
return result;
}
// Toggle Group control, returns toggled button codepointIndex
int GuiToggleGroup(Rectangle bounds, const char *text, int *active)
{
#if !defined(RAYGUI_TOGGLEGROUP_MAX_ITEMS)
#define RAYGUI_TOGGLEGROUP_MAX_ITEMS 32
#endif
int result = 0;
float initBoundsX = bounds.x;
int temp = 0;
if (active == NULL) active = &temp;
bool toggle = false; // Required for individual toggles
// Get substrings items from text (items pointers)
int rows[RAYGUI_TOGGLEGROUP_MAX_ITEMS] = { 0 };
int itemCount = 0;
const char **items = GuiTextSplit(text, ';', &itemCount, rows);
int prevRow = rows[0];
for (int i = 0; i < itemCount; i++)
{
if (prevRow != rows[i])
{
bounds.x = initBoundsX;
bounds.y += (bounds.height + GuiGetStyle(TOGGLE, GROUP_PADDING));
prevRow = rows[i];
}
if (i == (*active))
{
toggle = true;
GuiToggle(bounds, items[i], &toggle);
}
else
{
toggle = false;
GuiToggle(bounds, items[i], &toggle);
if (toggle) *active = i;
}
bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING));
}
return result;
}
// Toggle Slider control extended, returns true when clicked
int GuiToggleSlider(Rectangle bounds, const char *text, int *active)
{
int result = 0;
GuiState state = guiState;
int temp = 0;
if (active == NULL) active = &temp;
//bool toggle = false; // Required for individual toggles
// Get substrings items from text (items pointers)
int itemCount = 0;
const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
Rectangle slider = {
0, // Calculated later depending on the active toggle
bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING),
(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - (itemCount + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING))/itemCount,
bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) };
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
(*active)++;
result = 1;
}
else state = STATE_FOCUSED;
}
if ((*active) && (state != STATE_FOCUSED)) state = STATE_PRESSED;
}
if (*active >= itemCount) *active = 0;
slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH) + (*active + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING) + (*active)*slider.width;
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + (state*3))),
GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_NORMAL)));
// Draw internal slider
if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_FOCUSED)));
else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
// Draw text in slider
if (text != NULL)
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(text);
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = slider.x + slider.width/2 - textBounds.width/2;
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
GuiDrawText(items[*active], textBounds, GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + (state*3))), guiAlpha));
}
//--------------------------------------------------------------------
return result;
}
// Check Box control, returns true when active
int GuiCheckBox(Rectangle bounds, const char *text, bool *checked)
{
int result = 0;
GuiState state = guiState;
bool temp = false;
if (checked == NULL) checked = &temp;
Rectangle textBounds = { 0 };
if (text != NULL)
{
textBounds.width = (float)GetTextWidth(text) + 2;
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
if (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(CHECKBOX, TEXT_PADDING);
}
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
Rectangle totalBounds = {
(GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT)? textBounds.x : bounds.x,
bounds.y,
bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING),
bounds.height,
};
// Check checkbox state
if (CheckCollisionPointRec(mousePoint, totalBounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) *checked = !(*checked);
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), BLANK);
if (*checked)
{
Rectangle check = { bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING),
bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING),
bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)),
bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)) };
GuiDrawRectangle(check, 0, BLANK, GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)));
}
GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
//--------------------------------------------------------------------
return result;
}
// Combo Box control, returns selected item codepointIndex
int GuiComboBox(Rectangle bounds, const char *text, int *active)
{
int result = 0;
GuiState state = guiState;
int temp = 0;
if (active == NULL) active = &temp;
bounds.width -= (GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH) + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING));
Rectangle selector = { (float)bounds.x + bounds.width + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING),
(float)bounds.y, (float)GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH), (float)bounds.height };
// Get substrings items from text (items pointers, lengths and count)
int itemCount = 0;
const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
if (*active < 0) *active = 0;
else if (*active > (itemCount - 1)) *active = itemCount - 1;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1) && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, bounds) ||
CheckCollisionPointRec(mousePoint, selector))
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
*active += 1;
if (*active >= itemCount) *active = 0; // Cyclic combobox
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// Draw combo box main
GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))));
GuiDrawText(items[*active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3))));
// Draw selector using a custom button
// NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiButton(selector, TextFormat("%i/%i", *active + 1, itemCount));
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
//--------------------------------------------------------------------
return result;
}
// Dropdown Box control
// NOTE: Returns mouse click
int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode)
{
int result = 0;
GuiState state = guiState;
int itemSelected = *active;
int itemFocused = -1;
// Get substrings items from text (items pointers, lengths and count)
int itemCount = 0;
const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
Rectangle boundsOpen = bounds;
boundsOpen.height = (itemCount + 1)*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
Rectangle itemBounds = bounds;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1) && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
if (editMode)
{
state = STATE_PRESSED;
// Check if mouse has been pressed or released outside limits
if (!CheckCollisionPointRec(mousePoint, boundsOpen))
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1;
}
// Check if already selected item has been pressed again
if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1;
// Check focused and selected item
for (int i = 0; i < itemCount; i++)
{
// Update item rectangle y position for next item
itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
if (CheckCollisionPointRec(mousePoint, itemBounds))
{
itemFocused = i;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
itemSelected = i;
result = 1; // Item selected
}
break;
}
}
itemBounds = bounds;
}
else
{
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
result = 1;
state = STATE_PRESSED;
}
else state = STATE_FOCUSED;
}
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (editMode) GuiPanel(boundsOpen, NULL);
GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3)));
GuiDrawText(items[itemSelected], GetTextBounds(DROPDOWNBOX, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3)));
if (editMode)
{
// Draw visible items
for (int i = 0; i < itemCount; i++)
{
// Update item rectangle y position for next item
itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
if (i == itemSelected)
{
GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_PRESSED)));
GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_PRESSED)));
}
else if (i == itemFocused)
{
GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_FOCUSED)));
GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_FOCUSED)));
}
else GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_NORMAL)));
}
}
// Draw arrows (using icon if available)
#if defined(RAYGUI_NO_ICONS)
GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
#else
GuiDrawText("#120#", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 6, 10, 10 },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); // ICON_ARROW_DOWN_FILL
#endif
//--------------------------------------------------------------------
*active = itemSelected;
// TODO: Use result to return more internal states: mouse-press out-of-bounds, mouse-press over selected-item...
return result; // Mouse click: result = 1
}
// Text Box control
// NOTE: Returns true on ENTER pressed (useful for data validation)
int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode)
{
#if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)
#define RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN 40 // Frames to wait for autocursor movement
#endif
#if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY)
#define RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY 1 // Frames delay for autocursor movement
#endif
int result = 0;
GuiState state = guiState;
bool multiline = false; // TODO: Consider multiline text input
int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE);
Rectangle textBounds = GetTextBounds(TEXTBOX, bounds);
int textWidth = GetTextWidth(text) - GetTextWidth(text + textBoxCursorIndex);
int textIndexOffset = 0; // Text index offset to start drawing in the box
// Cursor rectangle
// NOTE: Position X value should be updated
Rectangle cursor = {
textBounds.x + textWidth + GuiGetStyle(DEFAULT, TEXT_SPACING),
textBounds.y + textBounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE),
2,
(float)GuiGetStyle(DEFAULT, TEXT_SIZE)*2
};
if (cursor.height >= bounds.height) cursor.height = bounds.height - GuiGetStyle(TEXTBOX, BORDER_WIDTH)*2;
if (cursor.y < (bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH))) cursor.y = bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH);
// Mouse cursor rectangle
// NOTE: Initialized outside of screen
Rectangle mouseCursor = cursor;
mouseCursor.x = -1;
mouseCursor.width = 1;
// Auto-cursor movement logic
// NOTE: Cursor moves automatically when key down after some time
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_BACKSPACE) || IsKeyDown(KEY_DELETE)) autoCursorCooldownCounter++;
else
{
autoCursorCooldownCounter = 0; // GLOBAL: Cursor cooldown counter
autoCursorDelayCounter = 0; // GLOBAL: Cursor delay counter
}
// Blink-cursor frame counter
//if (!autoCursorMode) blinkCursorFrameCounter++;
//else blinkCursorFrameCounter = 0;
// Update control
//--------------------------------------------------------------------
// WARNING: Text editing is only supported under certain conditions:
if ((state != STATE_DISABLED) && // Control not disabled
!GuiGetStyle(TEXTBOX, TEXT_READONLY) && // TextBox not on read-only mode
!guiLocked && // Gui not locked
!guiSliderDragging && // No gui slider on dragging
(wrapMode == TEXT_WRAP_NONE)) // No wrap mode
{
Vector2 mousePosition = GetMousePosition();
if (editMode)
{
state = STATE_PRESSED;
// If text does not fit in the textbox and current cursor position is out of bounds,
// we add an index offset to text for drawing only what requires depending on cursor
while (textWidth >= textBounds.width)
{
int nextCodepointSize = 0;
GetCodepointNext(text + textIndexOffset, &nextCodepointSize);
textIndexOffset += nextCodepointSize;
textWidth = GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex);
}
int textLength = (int)strlen(text); // Get current text length
int codepoint = GetCharPressed(); // Get Unicode codepoint
if (multiline && IsKeyPressed(KEY_ENTER)) codepoint = (int)'\n';
if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength;
// Encode codepoint as UTF-8
int codepointSize = 0;
const char *charEncoded = CodepointToUTF8(codepoint, &codepointSize);
// Add codepoint to text, at current cursor position
// NOTE: Make sure we do not overflow buffer size
if (((multiline && (codepoint == (int)'\n')) || (codepoint >= 32)) && ((textLength + codepointSize) < bufferSize))
{
// Move forward data from cursor position
for (int i = (textLength + codepointSize); i > textBoxCursorIndex; i--) text[i] = text[i - codepointSize];
// Add new codepoint in current cursor position
for (int i = 0; i < codepointSize; i++) text[textBoxCursorIndex + i] = charEncoded[i];
textBoxCursorIndex += codepointSize;
textLength += codepointSize;
// Make sure text last character is EOL
text[textLength] = '\0';
}
// Move cursor to start
if ((textLength > 0) && IsKeyPressed(KEY_HOME)) textBoxCursorIndex = 0;
// Move cursor to end
if ((textLength > textBoxCursorIndex) && IsKeyPressed(KEY_END)) textBoxCursorIndex = textLength;
// Delete codepoint from text, after current cursor position
if ((textLength > textBoxCursorIndex) && (IsKeyPressed(KEY_DELETE) || (IsKeyDown(KEY_DELETE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))))
{
autoCursorDelayCounter++;
if (IsKeyPressed(KEY_DELETE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
{
int nextCodepointSize = 0;
GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize);
// Move backward text from cursor position
for (int i = textBoxCursorIndex; i < textLength; i++) text[i] = text[i + nextCodepointSize];
textLength -= codepointSize;
// Make sure text last character is EOL
text[textLength] = '\0';
}
}
// Delete codepoint from text, before current cursor position
if ((textLength > 0) && (IsKeyPressed(KEY_BACKSPACE) || (IsKeyDown(KEY_BACKSPACE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))))
{
autoCursorDelayCounter++;
if (IsKeyPressed(KEY_BACKSPACE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
{
int prevCodepointSize = 0;
GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize);
// Move backward text from cursor position
for (int i = (textBoxCursorIndex - prevCodepointSize); i < textLength; i++) text[i] = text[i + prevCodepointSize];
// Prevent cursor index from decrementing past 0
if (textBoxCursorIndex > 0)
{
textBoxCursorIndex -= codepointSize;
textLength -= codepointSize;
}
// Make sure text last character is EOL
text[textLength] = '\0';
}
}
// Move cursor position with keys
if (IsKeyPressed(KEY_LEFT) || (IsKeyDown(KEY_LEFT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))
{
autoCursorDelayCounter++;
if (IsKeyPressed(KEY_LEFT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
{
int prevCodepointSize = 0;
GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize);
if (textBoxCursorIndex >= prevCodepointSize) textBoxCursorIndex -= prevCodepointSize;
}
}
else if (IsKeyPressed(KEY_RIGHT) || (IsKeyDown(KEY_RIGHT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))
{
autoCursorDelayCounter++;
if (IsKeyPressed(KEY_RIGHT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
{
int nextCodepointSize = 0;
GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize);
if ((textBoxCursorIndex + nextCodepointSize) <= textLength) textBoxCursorIndex += nextCodepointSize;
}
}
// Move cursor position with mouse
if (CheckCollisionPointRec(mousePosition, textBounds)) // Mouse hover text
{
float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/(float)guiFont.baseSize;
int codepoint = 0;
int codepointSize = 0;
int codepointIndex = 0;
float glyphWidth = 0.0f;
float widthToMouseX = 0;
int mouseCursorIndex = 0;
for (int i = textIndexOffset; i < textLength; i++)
{
codepoint = GetCodepointNext(&text[i], &codepointSize);
codepointIndex = GetGlyphIndex(guiFont, codepoint);
if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor);
else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor);
if (mousePosition.x <= (textBounds.x + (widthToMouseX + glyphWidth/2)))
{
mouseCursor.x = textBounds.x + widthToMouseX;
mouseCursorIndex = i;
break;
}
widthToMouseX += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
}
// Check if mouse cursor is at the last position
int textEndWidth = GetTextWidth(text + textIndexOffset);
if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2))
{
mouseCursor.x = textBounds.x + textEndWidth;
mouseCursorIndex = strlen(text);
}
// Place cursor at required index on mouse click
if ((mouseCursor.x >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
cursor.x = mouseCursor.x;
textBoxCursorIndex = mouseCursorIndex;
}
}
else mouseCursor.x = -1;
// Recalculate cursor position.y depending on textBoxCursorIndex
cursor.x = bounds.x + GuiGetStyle(TEXTBOX, TEXT_PADDING) + GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex) + GuiGetStyle(DEFAULT, TEXT_SPACING);
//if (multiline) cursor.y = GetTextLines()
// Finish text editing on ENTER or mouse click outside bounds
if ((!multiline && IsKeyPressed(KEY_ENTER)) ||
(!CheckCollisionPointRec(mousePosition, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
{
textBoxCursorIndex = 0; // GLOBAL: Reset the shared cursor index
result = 1;
}
}
else
{
if (CheckCollisionPointRec(mousePosition, bounds))
{
state = STATE_FOCUSED;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
textBoxCursorIndex = (int)strlen(text); // GLOBAL: Place cursor index to the end of current text
result = 1;
}
}
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state == STATE_PRESSED)
{
GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)));
}
else if (state == STATE_DISABLED)
{
GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)));
}
else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), BLANK);
// Draw text considering index offset if required
// NOTE: Text index offset depends on cursor position
GuiDrawText(text + textIndexOffset, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))));
// Draw cursor
if (editMode && !GuiGetStyle(TEXTBOX, TEXT_READONLY))
{
//if (autoCursorMode || ((blinkCursorFrameCounter/40)%2 == 0))
GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)));
// Draw mouse position cursor (if required)
if (mouseCursor.x >= 0) GuiDrawRectangle(mouseCursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)));
}
else if (state == STATE_FOCUSED) GuiTooltip(bounds);
//--------------------------------------------------------------------
return result; // Mouse button pressed: result = 1
}
/*
// Text Box control with multiple lines and word-wrap
// NOTE: This text-box is readonly, no editing supported by default
bool GuiTextBoxMulti(Rectangle bounds, char *text, int bufferSize, bool editMode)
{
bool pressed = false;
GuiSetStyle(TEXTBOX, TEXT_READONLY, 1);
GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // WARNING: If wrap mode enabled, text editing is not supported
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_TOP);
// TODO: Implement methods to calculate cursor position properly
pressed = GuiTextBox(bounds, text, bufferSize, editMode);
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE);
GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_NONE);
GuiSetStyle(TEXTBOX, TEXT_READONLY, 0);
return pressed;
}
*/
// Spinner control, returns selected value
int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
{
int result = 1;
GuiState state = guiState;
int tempValue = *value;
Rectangle spinner = { bounds.x + GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_SPACING), bounds.y,
bounds.width - 2*(GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_SPACING)), bounds.height };
Rectangle leftButtonBound = { (float)bounds.x, (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height };
Rectangle rightButtonBound = { (float)bounds.x + bounds.width - GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height };
Rectangle textBounds = { 0 };
if (text != NULL)
{
textBounds.width = (float)GetTextWidth(text) + 2;
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x + bounds.width + GuiGetStyle(SPINNER, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
if (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SPINNER, TEXT_PADDING);
}
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check spinner state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
}
}
#if defined(RAYGUI_NO_ICONS)
if (GuiButton(leftButtonBound, "<")) tempValue--;
if (GuiButton(rightButtonBound, ">")) tempValue++;
#else
if (GuiButton(leftButtonBound, GuiIconText(ICON_ARROW_LEFT_FILL, NULL))) tempValue--;
if (GuiButton(rightButtonBound, GuiIconText(ICON_ARROW_RIGHT_FILL, NULL))) tempValue++;
#endif
if (!editMode)
{
if (tempValue < minValue) tempValue = minValue;
if (tempValue > maxValue) tempValue = maxValue;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
result = GuiValueBox(spinner, NULL, &tempValue, minValue, maxValue, editMode);
// Draw value selector custom buttons
// NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(SPINNER, BORDER_WIDTH));
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
// Draw text label if provided
GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
//--------------------------------------------------------------------
*value = tempValue;
return result;
}
// Value Box control, updates input text with numbers
// NOTE: Requires static variables: frameCounter
int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
{
#if !defined(RAYGUI_VALUEBOX_MAX_CHARS)
#define RAYGUI_VALUEBOX_MAX_CHARS 32
#endif
int result = 0;
GuiState state = guiState;
char textValue[RAYGUI_VALUEBOX_MAX_CHARS + 1] = "\0";
sprintf(textValue, "%i", *value);
Rectangle textBounds = { 0 };
if (text != NULL)
{
textBounds.width = (float)GetTextWidth(text) + 2;
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
if (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(VALUEBOX, TEXT_PADDING);
}
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
bool valueHasChanged = false;
if (editMode)
{
state = STATE_PRESSED;
int keyCount = (int)strlen(textValue);
// Only allow keys in range [48..57]
if (keyCount < RAYGUI_VALUEBOX_MAX_CHARS)
{
if (GetTextWidth(textValue) < bounds.width)
{
int key = GetCharPressed();
if ((key >= 48) && (key <= 57))
{
textValue[keyCount] = (char)key;
keyCount++;
valueHasChanged = true;
}
}
}
// Delete text
if (keyCount > 0)
{
if (IsKeyPressed(KEY_BACKSPACE))
{
keyCount--;
textValue[keyCount] = '\0';
valueHasChanged = true;
}
}
if (valueHasChanged) *value = TextToInteger(textValue);
// NOTE: We are not clamp values until user input finishes
//if (*value > maxValue) *value = maxValue;
//else if (*value < minValue) *value = minValue;
if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) result = 1;
}
else
{
if (*value > maxValue) *value = maxValue;
else if (*value < minValue) *value = minValue;
if (CheckCollisionPointRec(mousePoint, bounds))
{
state = STATE_FOCUSED;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1;
}
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
Color baseColor = BLANK;
if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED));
else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED));
GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor);
GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))));
// Draw cursor
if (editMode)
{
// NOTE: ValueBox internal text is always centered
Rectangle cursor = { bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 1, bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 4, bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH) };
GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED)));
}
// Draw text label if provided
GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
//--------------------------------------------------------------------
return result;
}
// Slider control with pro parameters
// NOTE: Other GuiSlider*() controls use this one
int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue, int sliderWidth)
{
int result = 0;
GuiState state = guiState;
float temp = (maxValue - minValue)/2.0f;
if (value == NULL) value = &temp;
int sliderValue = (int)(((*value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH)));
Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING),
0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) };
if (sliderWidth > 0) // Slider
{
slider.x += (sliderValue - sliderWidth/2);
slider.width = (float)sliderWidth;
}
else if (sliderWidth == 0) // SliderBar
{
slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH);
slider.width = (float)sliderValue;
}
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
if (guiSliderDragging) // Keep dragging outside of bounds
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CHECK_BOUNDS_ID(bounds, guiSliderActive))
{
state = STATE_PRESSED;
// Get equivalent value and slider position from mousePosition.x
*value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue;
}
}
else
{
guiSliderDragging = false;
guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
}
}
else if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
guiSliderDragging = true;
guiSliderActive = bounds; // Store bounds as an identifier when dragging starts
if (!CheckCollisionPointRec(mousePoint, slider))
{
// Get equivalent value and slider position from mousePosition.x
*value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue;
if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2; // Slider
else if (sliderWidth == 0) slider.width = (float)sliderValue; // SliderBar
}
}
else state = STATE_FOCUSED;
}
if (*value > maxValue) *value = maxValue;
else if (*value < minValue) *value = minValue;
}
// Bar limits check
if (sliderWidth > 0) // Slider
{
if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH);
else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH);
}
else if (sliderWidth == 0) // SliderBar
{
if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH);
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), GetColor(GuiGetStyle(SLIDER, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)));
// Draw slider internal bar (depends on state)
if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_FOCUSED)));
else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_PRESSED)));
// Draw left/right text if provided
if (textLeft != NULL)
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(textLeft);
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))));
}
if (textRight != NULL)
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(textRight);
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))));
}
//--------------------------------------------------------------------
return result;
}
// Slider control extended, returns selected value and has text
int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
{
return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH));
}
// Slider Bar control extended, returns selected value
int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
{
return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, 0);
}
// Progress Bar control extended, shows current progress value
int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
{
int result = 0;
GuiState state = guiState;
float temp = (maxValue - minValue)/2.0f;
if (value == NULL) value = &temp;
// Progress bar
Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH),
bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING), 0,
bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING) };
// Update control
//--------------------------------------------------------------------
if (*value > maxValue) *value = maxValue;
// WARNING: Working with floats could lead to rounding issues
if ((state != STATE_DISABLED)) progress.width = (float)(*value/(maxValue - minValue))*bounds.width - ((*value >= maxValue) ? (float)(2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)) : 0.0f);
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state == STATE_DISABLED)
{
GuiDrawRectangle(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(PROGRESSBAR, BORDER + (state*3))), BLANK);
}
else
{
if (*value > minValue)
{
// Draw progress bar with colored border, more visual
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
}
else GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
if (*value >= maxValue) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + progress.width + 1, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
else
{
// Draw borders not yet reached by value
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y + bounds.height - 1, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
}
// Draw slider internal progress bar (depends on state)
GuiDrawRectangle(progress, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_PRESSED)));
}
// Draw left/right text if provided
if (textLeft != NULL)
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(textLeft);
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x - textBounds.width - GuiGetStyle(PROGRESSBAR, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))));
}
if (textRight != NULL)
{
Rectangle textBounds = { 0 };
textBounds.width = (float)GetTextWidth(textRight);
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
textBounds.x = bounds.x + bounds.width + GuiGetStyle(PROGRESSBAR, TEXT_PADDING);
textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))));
}
//--------------------------------------------------------------------
return result;
}
// Status Bar control
int GuiStatusBar(Rectangle bounds, const char *text)
{
int result = 0;
GuiState state = guiState;
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(STATUSBAR, BORDER + (state*3))), GetColor(GuiGetStyle(STATUSBAR, BASE + (state*3))));
GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), GetColor(GuiGetStyle(STATUSBAR, TEXT + (state*3))));
//--------------------------------------------------------------------
return result;
}
// Dummy rectangle control, intended for placeholding
int GuiDummyRec(Rectangle bounds, const char *text)
{
int result = 0;
GuiState state = guiState;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check button state
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)));
GuiDrawText(text, GetTextBounds(DEFAULT, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(BUTTON, (state != STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)));
//------------------------------------------------------------------
return result;
}
// List View control
int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active)
{
int result = 0;
int itemCount = 0;
const char **items = NULL;
if (text != NULL) items = GuiTextSplit(text, ';', &itemCount, NULL);
result = GuiListViewEx(bounds, items, itemCount, scrollIndex, active, NULL);
return result;
}
// List View control with extended parameters
int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus)
{
int result = 0;
GuiState state = guiState;
int itemFocused = (focus == NULL)? -1 : *focus;
int itemSelected = (active == NULL)? -1 : *active;
// Check if we need a scroll bar
bool useScrollBar = false;
if ((GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING))*count > bounds.height) useScrollBar = true;
// Define base item rectangle [0]
Rectangle itemBounds = { 0 };
itemBounds.x = bounds.x + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING);
itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) + GuiGetStyle(DEFAULT, BORDER_WIDTH);
itemBounds.width = bounds.width - 2*GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
itemBounds.height = (float)GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT);
if (useScrollBar) itemBounds.width -= GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH);
// Get items on the list
int visibleItems = (int)bounds.height/(GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
if (visibleItems > count) visibleItems = count;
int startIndex = (scrollIndex == NULL)? 0 : *scrollIndex;
if ((startIndex < 0) || (startIndex > (count - visibleItems))) startIndex = 0;
int endIndex = startIndex + visibleItems;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
// Check mouse inside list view
if (CheckCollisionPointRec(mousePoint, bounds))
{
state = STATE_FOCUSED;
// Check focused and selected item
for (int i = 0; i < visibleItems; i++)
{
if (CheckCollisionPointRec(mousePoint, itemBounds))
{
itemFocused = startIndex + i;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (itemSelected == (startIndex + i)) itemSelected = -1;
else itemSelected = startIndex + i;
}
break;
}
// Update item rectangle y position for next item
itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
}
if (useScrollBar)
{
int wheelMove = (int)GetMouseWheelMove();
startIndex -= wheelMove;
if (startIndex < 0) startIndex = 0;
else if (startIndex > (count - visibleItems)) startIndex = count - visibleItems;
endIndex = startIndex + visibleItems;
if (endIndex > count) endIndex = count;
}
}
else itemFocused = -1;
// Reset item rectangle y to [0]
itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) + GuiGetStyle(DEFAULT, BORDER_WIDTH);
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
// Draw visible items
for (int i = 0; ((i < visibleItems) && (text != NULL)); i++)
{
if (state == STATE_DISABLED)
{
if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)));
GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED)));
}
else
{
if (((startIndex + i) == itemSelected) && (active != NULL))
{
// Draw item selected
GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)));
GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)));
}
else if (((startIndex + i) == itemFocused)) // && (focus != NULL)) // NOTE: We want items focused, despite not returned!
{
// Draw item focused
GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)));
GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED)));
}
else
{
// Draw item normal
GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)));
}
}
// Update item rectangle y position for next item
itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
}
if (useScrollBar)
{
Rectangle scrollBarBounds = {
bounds.x + bounds.width - GuiGetStyle(LISTVIEW, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH),
bounds.y + GuiGetStyle(LISTVIEW, BORDER_WIDTH), (float)GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH),
bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH)
};
// Calculate percentage of visible items and apply same percentage to scrollbar
float percentVisible = (float)(endIndex - startIndex)/count;
float sliderSize = bounds.height*percentVisible;
int prevSliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); // Save default slider size
int prevScrollSpeed = GuiGetStyle(SCROLLBAR, SCROLL_SPEED); // Save default scroll speed
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)sliderSize); // Change slider size
GuiSetStyle(SCROLLBAR, SCROLL_SPEED, count - visibleItems); // Change scroll speed
startIndex = GuiScrollBar(scrollBarBounds, startIndex, 0, count - visibleItems);
GuiSetStyle(SCROLLBAR, SCROLL_SPEED, prevScrollSpeed); // Reset scroll speed to default
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, prevSliderSize); // Reset slider size to default
}
//--------------------------------------------------------------------
if (active != NULL) *active = itemSelected;
if (focus != NULL) *focus = itemFocused;
if (scrollIndex != NULL) *scrollIndex = startIndex;
return result;
}
// Color Panel control
int GuiColorPanel(Rectangle bounds, const char *text, Color *color)
{
int result = 0;
GuiState state = guiState;
Vector2 pickerSelector = { 0 };
const Color colWhite = { 255, 255, 255, 255 };
const Color colBlack = { 0, 0, 0, 255 };
Vector3 vcolor = { (float)color->r/255.0f, (float)color->g/255.0f, (float)color->b/255.0f };
Vector3 hsv = ConvertRGBtoHSV(vcolor);
pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation
pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value
float hue = -1.0f;
Vector3 maxHue = { hue >= 0.0f ? hue : hsv.x, 1.0f, 1.0f };
Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
(unsigned char)(255.0f*rgbHue.y),
(unsigned char)(255.0f*rgbHue.z), 255 };
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
pickerSelector = mousePoint;
// Calculate color from picker
Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
colorPick.x /= (float)bounds.width; // Get normalized value on x
colorPick.y /= (float)bounds.height; // Get normalized value on y
hsv.y = colorPick.x;
hsv.z = 1.0f - colorPick.y;
Vector3 rgb = ConvertHSVtoRGB(hsv);
// NOTE: Vector3ToColor() only available on raylib 1.8.1
*color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x),
(unsigned char)(255.0f*rgb.y),
(unsigned char)(255.0f*rgb.z),
(unsigned char)(255.0f*(float)color->a/255.0f) };
}
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state != STATE_DISABLED)
{
DrawRectangleGradientEx(bounds, Fade(colWhite, guiAlpha), Fade(colWhite, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
DrawRectangleGradientEx(bounds, Fade(colBlack, 0), Fade(colBlack, guiAlpha), Fade(colBlack, guiAlpha), Fade(colBlack, 0));
// Draw color picker: selector
Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) };
GuiDrawRectangle(selector, 0, BLANK, colWhite);
}
else
{
DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
}
GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
//--------------------------------------------------------------------
return result;
}
// Color Bar Alpha control
// NOTE: Returns alpha value normalized [0..1]
int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha)
{
#if !defined(RAYGUI_COLORBARALPHA_CHECKED_SIZE)
#define RAYGUI_COLORBARALPHA_CHECKED_SIZE 10
#endif
int result = 0;
GuiState state = guiState;
Rectangle selector = { (float)bounds.x + (*alpha)*bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.y - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT), (float)bounds.height + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2 };
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
if (guiSliderDragging) // Keep dragging outside of bounds
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CHECK_BOUNDS_ID(bounds, guiSliderActive))
{
state = STATE_PRESSED;
*alpha = (mousePoint.x - bounds.x)/bounds.width;
if (*alpha <= 0.0f) *alpha = 0.0f;
if (*alpha >= 1.0f) *alpha = 1.0f;
}
}
else
{
guiSliderDragging = false;
guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
}
}
else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
guiSliderDragging = true;
guiSliderActive = bounds; // Store bounds as an identifier when dragging starts
*alpha = (mousePoint.x - bounds.x)/bounds.width;
if (*alpha <= 0.0f) *alpha = 0.0f;
if (*alpha >= 1.0f) *alpha = 1.0f;
//selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
}
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// Draw alpha bar: checked background
if (state != STATE_DISABLED)
{
int checksX = (int)bounds.width/RAYGUI_COLORBARALPHA_CHECKED_SIZE;
int checksY = (int)bounds.height/RAYGUI_COLORBARALPHA_CHECKED_SIZE;
for (int x = 0; x < checksX; x++)
{
for (int y = 0; y < checksY; y++)
{
Rectangle check = { bounds.x + x*RAYGUI_COLORBARALPHA_CHECKED_SIZE, bounds.y + y*RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE };
GuiDrawRectangle(check, 0, BLANK, ((x + y)%2)? Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.4f) : Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.4f));
}
}
DrawRectangleGradientEx(bounds, RAYGUI_CLITERAL(Color){ 255, 255, 255, 0 }, RAYGUI_CLITERAL(Color){ 255, 255, 255, 0 }, Fade(RAYGUI_CLITERAL(Color){ 0, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 0, 255 }, guiAlpha));
}
else DrawRectangleGradientEx(bounds, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
// Draw alpha bar: selector
GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)));
//--------------------------------------------------------------------
return result;
}
// Color Bar Hue control
// Returns hue value normalized [0..1]
// NOTE: Other similar bars (for reference):
// Color GuiColorBarSat() [WHITE->color]
// Color GuiColorBarValue() [BLACK->color], HSV/HSL
// float GuiColorBarLuminance() [BLACK->WHITE]
int GuiColorBarHue(Rectangle bounds, const char *text, float *hue)
{
int result = 0;
GuiState state = guiState;
Rectangle selector = { (float)bounds.x - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y + (*hue)/360.0f*bounds.height - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2, (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT) };
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
if (guiSliderDragging) // Keep dragging outside of bounds
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CHECK_BOUNDS_ID(bounds, guiSliderActive))
{
state = STATE_PRESSED;
*hue = (mousePoint.y - bounds.y)*360/bounds.height;
if (*hue <= 0.0f) *hue = 0.0f;
if (*hue >= 359.0f) *hue = 359.0f;
}
}
else
{
guiSliderDragging = false;
guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
}
}
else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
guiSliderDragging = true;
guiSliderActive = bounds; // Store bounds as an identifier when dragging starts
*hue = (mousePoint.y - bounds.y)*360/bounds.height;
if (*hue <= 0.0f) *hue = 0.0f;
if (*hue >= 359.0f) *hue = 359.0f;
}
else state = STATE_FOCUSED;
/*if (IsKeyDown(KEY_UP))
{
hue -= 2.0f;
if (hue <= 0.0f) hue = 0.0f;
}
else if (IsKeyDown(KEY_DOWN))
{
hue += 2.0f;
if (hue >= 360.0f) hue = 360.0f;
}*/
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state != STATE_DISABLED)
{
// Draw hue bar:color bars
// TODO: Use directly DrawRectangleGradientEx(bounds, color1, color2, color2, color1);
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha));
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + bounds.height/6), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha));
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 2*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha));
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 3*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 255, 255 }, guiAlpha));
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 4*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 255, 255 }, guiAlpha));
DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 5*(bounds.height/6)), (int)bounds.width, (int)(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha));
}
else DrawRectangleGradientV((int)bounds.x, (int)bounds.y, (int)bounds.width, (int)bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
// Draw hue bar: selector
GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)));
//--------------------------------------------------------------------
return result;
}
// Color Picker control
// NOTE: It's divided in multiple controls:
// Color GuiColorPanel(Rectangle bounds, Color color)
// float GuiColorBarAlpha(Rectangle bounds, float alpha)
// float GuiColorBarHue(Rectangle bounds, float value)
// NOTE: bounds define GuiColorPanel() size
int GuiColorPicker(Rectangle bounds, const char *text, Color *color)
{
int result = 0;
Color temp = { 200, 0, 0, 255 };
if (color == NULL) color = &temp;
GuiColorPanel(bounds, NULL, color);
Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height };
//Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ (*color).r/255.0f, (*color).g/255.0f, (*color).b/255.0f });
GuiColorBarHue(boundsHue, NULL, &hsv.x);
//color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
Vector3 rgb = ConvertHSVtoRGB(hsv);
*color = RAYGUI_CLITERAL(Color){ (unsigned char)roundf(rgb.x*255.0f), (unsigned char)roundf(rgb.y*255.0f), (unsigned char)roundf(rgb.z*255.0f), (*color).a };
return result;
}
// Color Picker control that avoids conversion to RGB and back to HSV on each call, thus avoiding jittering.
// The user can call ConvertHSVtoRGB() to convert *colorHsv value to RGB.
// NOTE: It's divided in multiple controls:
// int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
// int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha)
// float GuiColorBarHue(Rectangle bounds, float value)
// NOTE: bounds define GuiColorPanelHSV() size
int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
{
int result = 0;
Vector3 tempHsv = { 0 };
if (colorHsv == NULL)
{
const Vector3 tempColor = { 200.0f/255.0f, 0.0f, 0.0f };
tempHsv = ConvertRGBtoHSV(tempColor);
colorHsv = &tempHsv;
}
GuiColorPanelHSV(bounds, NULL, colorHsv);
const Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height };
GuiColorBarHue(boundsHue, NULL, &colorHsv->x);
return result;
}
// Color Panel control, returns HSV color value in *colorHsv.
// Used by GuiColorPickerHSV()
int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
{
int result = 0;
GuiState state = guiState;
Vector2 pickerSelector = { 0 };
const Color colWhite = { 255, 255, 255, 255 };
const Color colBlack = { 0, 0, 0, 255 };
pickerSelector.x = bounds.x + (float)colorHsv->y*bounds.width; // HSV: Saturation
pickerSelector.y = bounds.y + (1.0f - (float)colorHsv->z)*bounds.height; // HSV: Value
float hue = -1.0f;
Vector3 maxHue = { hue >= 0.0f ? hue : colorHsv->x, 1.0f, 1.0f };
Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
(unsigned char)(255.0f*rgbHue.y),
(unsigned char)(255.0f*rgbHue.z), 255 };
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
Vector2 mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, bounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
state = STATE_PRESSED;
pickerSelector = mousePoint;
// Calculate color from picker
Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
colorPick.x /= (float)bounds.width; // Get normalized value on x
colorPick.y /= (float)bounds.height; // Get normalized value on y
colorHsv->y = colorPick.x;
colorHsv->z = 1.0f - colorPick.y;
}
else state = STATE_FOCUSED;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if (state != STATE_DISABLED)
{
DrawRectangleGradientEx(bounds, Fade(colWhite, guiAlpha), Fade(colWhite, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
DrawRectangleGradientEx(bounds, Fade(colBlack, 0), Fade(colBlack, guiAlpha), Fade(colBlack, guiAlpha), Fade(colBlack, 0));
// Draw color picker: selector
Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) };
GuiDrawRectangle(selector, 0, BLANK, colWhite);
}
else
{
DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
}
GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
//--------------------------------------------------------------------
return result;
}
// Message Box control
int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons)
{
#if !defined(RAYGUI_MESSAGEBOX_BUTTON_HEIGHT)
#define RAYGUI_MESSAGEBOX_BUTTON_HEIGHT 24
#endif
#if !defined(RAYGUI_MESSAGEBOX_BUTTON_PADDING)
#define RAYGUI_MESSAGEBOX_BUTTON_PADDING 12
#endif
int result = -1; // Returns clicked button from buttons list, 0 refers to closed window button
int buttonCount = 0;
const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL);
Rectangle buttonBounds = { 0 };
buttonBounds.x = bounds.x + RAYGUI_MESSAGEBOX_BUTTON_PADDING;
buttonBounds.y = bounds.y + bounds.height - RAYGUI_MESSAGEBOX_BUTTON_HEIGHT - RAYGUI_MESSAGEBOX_BUTTON_PADDING;
buttonBounds.width = (bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount;
buttonBounds.height = RAYGUI_MESSAGEBOX_BUTTON_HEIGHT;
int textWidth = GetTextWidth(message) + 2;
Rectangle textBounds = { 0 };
textBounds.x = bounds.x + bounds.width/2 - textWidth/2;
textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + RAYGUI_MESSAGEBOX_BUTTON_PADDING;
textBounds.width = (float)textWidth;
textBounds.height = bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 3*RAYGUI_MESSAGEBOX_BUTTON_PADDING - RAYGUI_MESSAGEBOX_BUTTON_HEIGHT;
// Draw control
//--------------------------------------------------------------------
if (GuiWindowBox(bounds, title)) result = 0;
int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiLabel(textBounds, message);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
prevTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
for (int i = 0; i < buttonCount; i++)
{
if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1;
buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING);
}
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment);
//--------------------------------------------------------------------
return result;
}
// Text Input Box control, ask for text
int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive)
{
#if !defined(RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT)
#define RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT 24
#endif
#if !defined(RAYGUI_TEXTINPUTBOX_BUTTON_PADDING)
#define RAYGUI_TEXTINPUTBOX_BUTTON_PADDING 12
#endif
#if !defined(RAYGUI_TEXTINPUTBOX_HEIGHT)
#define RAYGUI_TEXTINPUTBOX_HEIGHT 26
#endif
// Used to enable text edit mode
// WARNING: No more than one GuiTextInputBox() should be open at the same time
static bool textEditMode = false;
int result = -1;
int buttonCount = 0;
const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL);
Rectangle buttonBounds = { 0 };
buttonBounds.x = bounds.x + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
buttonBounds.y = bounds.y + bounds.height - RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
buttonBounds.width = (bounds.width - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount;
buttonBounds.height = RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT;
int messageInputHeight = (int)bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - GuiGetStyle(STATUSBAR, BORDER_WIDTH) - RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT - 2*RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
Rectangle textBounds = { 0 };
if (message != NULL)
{
int textSize = GetTextWidth(message) + 2;
textBounds.x = bounds.x + bounds.width/2 - textSize/2;
textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + messageInputHeight/4 - (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
textBounds.width = (float)textSize;
textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
}
Rectangle textBoxBounds = { 0 };
textBoxBounds.x = bounds.x + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
textBoxBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - RAYGUI_TEXTINPUTBOX_HEIGHT/2;
if (message == NULL) textBoxBounds.y = bounds.y + 24 + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
else textBoxBounds.y += (messageInputHeight/2 + messageInputHeight/4);
textBoxBounds.width = bounds.width - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING*2;
textBoxBounds.height = RAYGUI_TEXTINPUTBOX_HEIGHT;
// Draw control
//--------------------------------------------------------------------
if (GuiWindowBox(bounds, title)) result = 0;
// Draw message if available
if (message != NULL)
{
int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiLabel(textBounds, message);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
}
if (secretViewActive != NULL)
{
static char stars[] = "****************";
if (GuiTextBox(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x, textBoxBounds.y, textBoxBounds.width - 4 - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.height },
((*secretViewActive == 1) || textEditMode)? text : stars, textMaxSize, textEditMode)) textEditMode = !textEditMode;
GuiToggle(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x + textBoxBounds.width - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.y, RAYGUI_TEXTINPUTBOX_HEIGHT, RAYGUI_TEXTINPUTBOX_HEIGHT }, (*secretViewActive == 1)? "#44#" : "#45#", secretViewActive);
}
else
{
if (GuiTextBox(textBoxBounds, text, textMaxSize, textEditMode)) textEditMode = !textEditMode;
}
int prevBtnTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
for (int i = 0; i < buttonCount; i++)
{
if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1;
buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING);
}
if (result >= 0) textEditMode = false;
GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevBtnTextAlignment);
//--------------------------------------------------------------------
return result; // Result is the pressed button index
}
// Grid control
// NOTE: Returns grid mouse-hover selected cell
// About drawing lines at subpixel spacing, simple put, not easy solution:
// https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster
int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell)
{
// Grid lines alpha amount
#if !defined(RAYGUI_GRID_ALPHA)
#define RAYGUI_GRID_ALPHA 0.15f
#endif
int result = 0;
GuiState state = guiState;
Vector2 mousePoint = GetMousePosition();
Vector2 currentMouseCell = { 0 };
float spaceWidth = spacing/(float)subdivs;
int linesV = (int)(bounds.width/spaceWidth) + 1;
int linesH = (int)(bounds.height/spaceWidth) + 1;
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging)
{
if (CheckCollisionPointRec(mousePoint, bounds))
{
// NOTE: Cell values must be the upper left of the cell the mouse is in
currentMouseCell.x = floorf((mousePoint.x - bounds.x)/spacing);
currentMouseCell.y = floorf((mousePoint.y - bounds.y)/spacing);
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
switch (state)
{
case STATE_NORMAL:
{
if (subdivs > 0)
{
// Draw vertical grid lines
for (int i = 0; i < linesV; i++)
{
Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height };
GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA));
}
// Draw horizontal grid lines
for (int i = 0; i < linesH; i++)
{
Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 };
GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA));
}
}
} break;
default: break;
}
if (mouseCell != NULL) *mouseCell = currentMouseCell;
return result;
}
//----------------------------------------------------------------------------------
// Tooltip management functions
// NOTE: Tooltips requires some global variables: tooltipPtr
//----------------------------------------------------------------------------------
// Enable gui tooltips (global state)
void GuiEnableTooltip(void) { guiTooltip = true; }
// Disable gui tooltips (global state)
void GuiDisableTooltip(void) { guiTooltip = false; }
// Set tooltip string
void GuiSetTooltip(const char *tooltip) { guiTooltipPtr = tooltip; }
//----------------------------------------------------------------------------------
// Styles loading functions
//----------------------------------------------------------------------------------
// Load raygui style file (.rgs)
// NOTE: By default a binary file is expected, that file could contain a custom font,
// in that case, custom font image atlas is GRAY+ALPHA and pixel data can be compressed (DEFLATE)
void GuiLoadStyle(const char *fileName)
{
#define MAX_LINE_BUFFER_SIZE 256
bool tryBinary = false;
// Try reading the files as text file first
FILE *rgsFile = fopen(fileName, "rt");
if (rgsFile != NULL)
{
char buffer[MAX_LINE_BUFFER_SIZE] = { 0 };
fgets(buffer, MAX_LINE_BUFFER_SIZE, rgsFile);
if (buffer[0] == '#')
{
int controlId = 0;
int propertyId = 0;
unsigned int propertyValue = 0;
while (!feof(rgsFile))
{
switch (buffer[0])
{
case 'p':
{
// Style property: p <control_id> <property_id> <property_value> <property_name>
sscanf(buffer, "p %d %d 0x%x", &controlId, &propertyId, &propertyValue);
GuiSetStyle(controlId, propertyId, (int)propertyValue);
} break;
case 'f':
{
// Style font: f <gen_font_size> <charmap_file> <font_file>
int fontSize = 0;
char charmapFileName[256] = { 0 };
char fontFileName[256] = { 0 };
sscanf(buffer, "f %d %s %[^\r\n]s", &fontSize, charmapFileName, fontFileName);
Font font = { 0 };
int *codepoints = NULL;
int codepointCount = 0;
if (charmapFileName[0] != '0')
{
// Load text data from file
// NOTE: Expected an UTF-8 array of codepoints, no separation
char *textData = LoadFileText(TextFormat("%s/%s", GetDirectoryPath(fileName), charmapFileName));
codepoints = LoadCodepoints(textData, &codepointCount);
UnloadFileText(textData);
}
if (fontFileName[0] != '\0')
{
// In case a font is already loaded and it is not default internal font, unload it
if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture);
if (codepointCount > 0) font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, codepoints, codepointCount);
else font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, NULL, 0); // Default to 95 standard codepoints
}
// If font texture not properly loaded, revert to default font and size/spacing
if (font.texture.id == 0)
{
font = GetFontDefault();
GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
}
UnloadCodepoints(codepoints);
if ((font.texture.id > 0) && (font.glyphCount > 0)) GuiSetFont(font);
} break;
default: break;
}
fgets(buffer, MAX_LINE_BUFFER_SIZE, rgsFile);
}
}
else tryBinary = true;
fclose(rgsFile);
}
if (tryBinary)
{
rgsFile = fopen(fileName, "rb");
if (rgsFile != NULL)
{
fseek(rgsFile, 0, SEEK_END);
int fileDataSize = ftell(rgsFile);
fseek(rgsFile, 0, SEEK_SET);
if (fileDataSize > 0)
{
unsigned char *fileData = (unsigned char *)RAYGUI_MALLOC(fileDataSize*sizeof(unsigned char));
fread(fileData, sizeof(unsigned char), fileDataSize, rgsFile);
GuiLoadStyleFromMemory(fileData, fileDataSize);
RAYGUI_FREE(fileData);
}
fclose(rgsFile);
}
}
}
// Load style default over global style
void GuiLoadStyleDefault(void)
{
// We set this variable first to avoid cyclic function calls
// when calling GuiSetStyle() and GuiGetStyle()
guiStyleLoaded = true;
// Initialize default LIGHT style property values
// WARNING: Default value are applied to all controls on set but
// they can be overwritten later on for every custom control
GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff);
GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff);
GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff);
GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, 0x5bb2d9ff);
GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, 0xc9effeff);
GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, 0x6c9bbcff);
GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, 0x0492c7ff);
GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, 0x97e8ffff);
GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, 0x368bafff);
GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff);
GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff);
GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff);
GuiSetStyle(DEFAULT, BORDER_WIDTH, 1);
GuiSetStyle(DEFAULT, TEXT_PADDING, 0);
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
// Initialize default extended property values
// NOTE: By default, extended property values are initialized to 0
GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls
GuiSetStyle(DEFAULT, TEXT_SPACING, 1); // DEFAULT, shared by all controls
GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property
GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property
GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, 15); // DEFAULT, 15 pixels between lines
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); // DEFAULT, text aligned vertically to middle of text-bounds
// Initialize control-specific property values
// NOTE: Those properties are in default list but require specific values by control type
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
GuiSetStyle(SLIDER, TEXT_PADDING, 4);
GuiSetStyle(PROGRESSBAR, TEXT_PADDING, 4);
GuiSetStyle(CHECKBOX, TEXT_PADDING, 4);
GuiSetStyle(CHECKBOX, TEXT_ALIGNMENT, TEXT_ALIGN_RIGHT);
GuiSetStyle(DROPDOWNBOX, TEXT_PADDING, 0);
GuiSetStyle(DROPDOWNBOX, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiSetStyle(TEXTBOX, TEXT_PADDING, 4);
GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(VALUEBOX, TEXT_PADDING, 0);
GuiSetStyle(VALUEBOX, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(SPINNER, TEXT_PADDING, 0);
GuiSetStyle(SPINNER, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(STATUSBAR, TEXT_PADDING, 8);
GuiSetStyle(STATUSBAR, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
// Initialize extended property values
// NOTE: By default, extended property values are initialized to 0
GuiSetStyle(TOGGLE, GROUP_PADDING, 2);
GuiSetStyle(SLIDER, SLIDER_WIDTH, 16);
GuiSetStyle(SLIDER, SLIDER_PADDING, 1);
GuiSetStyle(PROGRESSBAR, PROGRESS_PADDING, 1);
GuiSetStyle(CHECKBOX, CHECK_PADDING, 1);
GuiSetStyle(COMBOBOX, COMBO_BUTTON_WIDTH, 32);
GuiSetStyle(COMBOBOX, COMBO_BUTTON_SPACING, 2);
GuiSetStyle(DROPDOWNBOX, ARROW_PADDING, 16);
GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 2);
GuiSetStyle(SPINNER, SPIN_BUTTON_WIDTH, 24);
GuiSetStyle(SPINNER, SPIN_BUTTON_SPACING, 2);
GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0);
GuiSetStyle(SCROLLBAR, ARROWS_VISIBLE, 0);
GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6);
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING, 0);
GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, 16);
GuiSetStyle(SCROLLBAR, SCROLL_PADDING, 0);
GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 12);
GuiSetStyle(LISTVIEW, LIST_ITEMS_HEIGHT, 28);
GuiSetStyle(LISTVIEW, LIST_ITEMS_SPACING, 2);
GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 12);
GuiSetStyle(LISTVIEW, SCROLLBAR_SIDE, SCROLLBAR_RIGHT_SIDE);
GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 8);
GuiSetStyle(COLORPICKER, HUEBAR_WIDTH, 16);
GuiSetStyle(COLORPICKER, HUEBAR_PADDING, 8);
GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT, 8);
GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW, 2);
if (guiFont.texture.id != GetFontDefault().texture.id)
{
// Unload previous font texture
UnloadTexture(guiFont.texture);
RL_FREE(guiFont.recs);
RL_FREE(guiFont.glyphs);
guiFont.recs = NULL;
guiFont.glyphs = NULL;
// Setup default raylib font
guiFont = GetFontDefault();
// NOTE: Default raylib font character 95 is a white square
Rectangle whiteChar = guiFont.recs[95];
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(guiFont.texture, RAYGUI_CLITERAL(Rectangle){ whiteChar.x + 1, whiteChar.y + 1, whiteChar.width - 2, whiteChar.height - 2 });
}
}
// Get text with icon id prepended
// NOTE: Useful to add icons by name id (enum) instead of
// a number that can change between ricon versions
const char *GuiIconText(int iconId, const char *text)
{
#if defined(RAYGUI_NO_ICONS)
return NULL;
#else
static char buffer[1024] = { 0 };
static char iconBuffer[6] = { 0 };
if (text != NULL)
{
memset(buffer, 0, 1024);
sprintf(buffer, "#%03i#", iconId);
for (int i = 5; i < 1024; i++)
{
buffer[i] = text[i - 5];
if (text[i - 5] == '\0') break;
}
return buffer;
}
else
{
sprintf(iconBuffer, "#%03i#", iconId & 0x1ff);
return iconBuffer;
}
#endif
}
#if !defined(RAYGUI_NO_ICONS)
// Get full icons data pointer
unsigned int *GuiGetIcons(void) { return guiIconsPtr; }
// Load raygui icons file (.rgi)
// NOTE: In case nameIds are required, they can be requested with loadIconsName,
// they are returned as a guiIconsName[iconCount][RAYGUI_ICON_MAX_NAME_LENGTH],
// WARNING: guiIconsName[]][] memory should be manually freed!
char **GuiLoadIcons(const char *fileName, bool loadIconsName)
{
// Style File Structure (.rgi)
// ------------------------------------------------------
// Offset | Size | Type | Description
// ------------------------------------------------------
// 0 | 4 | char | Signature: "rGI "
// 4 | 2 | short | Version: 100
// 6 | 2 | short | reserved
// 8 | 2 | short | Num icons (N)
// 10 | 2 | short | Icons size (Options: 16, 32, 64) (S)
// Icons name id (32 bytes per name id)
// foreach (icon)
// {
// 12+32*i | 32 | char | Icon NameId
// }
// Icons data: One bit per pixel, stored as unsigned int array (depends on icon size)
// S*S pixels/32bit per unsigned int = K unsigned int per icon
// foreach (icon)
// {
// ... | K | unsigned int | Icon Data
// }
FILE *rgiFile = fopen(fileName, "rb");
char **guiIconsName = NULL;
if (rgiFile != NULL)
{
char signature[5] = { 0 };
short version = 0;
short reserved = 0;
short iconCount = 0;
short iconSize = 0;
fread(signature, 1, 4, rgiFile);
fread(&version, sizeof(short), 1, rgiFile);
fread(&reserved, sizeof(short), 1, rgiFile);
fread(&iconCount, sizeof(short), 1, rgiFile);
fread(&iconSize, sizeof(short), 1, rgiFile);
if ((signature[0] == 'r') &&
(signature[1] == 'G') &&
(signature[2] == 'I') &&
(signature[3] == ' '))
{
if (loadIconsName)
{
guiIconsName = (char **)RAYGUI_MALLOC(iconCount*sizeof(char **));
for (int i = 0; i < iconCount; i++)
{
guiIconsName[i] = (char *)RAYGUI_MALLOC(RAYGUI_ICON_MAX_NAME_LENGTH);
fread(guiIconsName[i], 1, RAYGUI_ICON_MAX_NAME_LENGTH, rgiFile);
}
}
else fseek(rgiFile, iconCount*RAYGUI_ICON_MAX_NAME_LENGTH, SEEK_CUR);
// Read icons data directly over internal icons array
fread(guiIconsPtr, sizeof(unsigned int), iconCount*(iconSize*iconSize/32), rgiFile);
}
fclose(rgiFile);
}
return guiIconsName;
}
// Draw selected icon using rectangles pixel-by-pixel
void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color)
{
#define BIT_CHECK(a,b) ((a) & (1u<<(b)))
for (int i = 0, y = 0; i < RAYGUI_ICON_SIZE*RAYGUI_ICON_SIZE/32; i++)
{
for (int k = 0; k < 32; k++)
{
if (BIT_CHECK(guiIconsPtr[iconId*RAYGUI_ICON_DATA_ELEMENTS + i], k))
{
#if !defined(RAYGUI_STANDALONE)
GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ (float)posX + (k%RAYGUI_ICON_SIZE)*pixelSize, (float)posY + y*pixelSize, (float)pixelSize, (float)pixelSize }, 0, BLANK, color);
#endif
}
if ((k == 15) || (k == 31)) y++;
}
}
}
// Set icon drawing size
void GuiSetIconScale(int scale)
{
if (scale >= 1) guiIconScale = scale;
}
#endif // !RAYGUI_NO_ICONS
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Load style from memory
// WARNING: Binary files only
static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize)
{
unsigned char *fileDataPtr = (unsigned char *)fileData;
char signature[5] = { 0 };
short version = 0;
short reserved = 0;
int propertyCount = 0;
memcpy(signature, fileDataPtr, 4);
memcpy(&version, fileDataPtr + 4, sizeof(short));
memcpy(&reserved, fileDataPtr + 4 + 2, sizeof(short));
memcpy(&propertyCount, fileDataPtr + 4 + 2 + 2, sizeof(int));
fileDataPtr += 12;
if ((signature[0] == 'r') &&
(signature[1] == 'G') &&
(signature[2] == 'S') &&
(signature[3] == ' '))
{
short controlId = 0;
short propertyId = 0;
unsigned int propertyValue = 0;
for (int i = 0; i < propertyCount; i++)
{
memcpy(&controlId, fileDataPtr, sizeof(short));
memcpy(&propertyId, fileDataPtr + 2, sizeof(short));
memcpy(&propertyValue, fileDataPtr + 2 + 2, sizeof(unsigned int));
fileDataPtr += 8;
if (controlId == 0) // DEFAULT control
{
// If a DEFAULT property is loaded, it is propagated to all controls
// NOTE: All DEFAULT properties should be defined first in the file
GuiSetStyle(0, (int)propertyId, propertyValue);
if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) GuiSetStyle(i, (int)propertyId, propertyValue);
}
else GuiSetStyle((int)controlId, (int)propertyId, propertyValue);
}
// Font loading is highly dependant on raylib API to load font data and image
#if !defined(RAYGUI_STANDALONE)
// Load custom font if available
int fontDataSize = 0;
memcpy(&fontDataSize, fileDataPtr, sizeof(int));
fileDataPtr += 4;
if (fontDataSize > 0)
{
Font font = { 0 };
int fontType = 0; // 0-Normal, 1-SDF
memcpy(&font.baseSize, fileDataPtr, sizeof(int));
memcpy(&font.glyphCount, fileDataPtr + 4, sizeof(int));
memcpy(&fontType, fileDataPtr + 4 + 4, sizeof(int));
fileDataPtr += 12;
// Load font white rectangle
Rectangle fontWhiteRec = { 0 };
memcpy(&fontWhiteRec, fileDataPtr, sizeof(Rectangle));
fileDataPtr += 16;
// Load font image parameters
int fontImageUncompSize = 0;
int fontImageCompSize = 0;
memcpy(&fontImageUncompSize, fileDataPtr, sizeof(int));
memcpy(&fontImageCompSize, fileDataPtr + 4, sizeof(int));
fileDataPtr += 8;
Image imFont = { 0 };
imFont.mipmaps = 1;
memcpy(&imFont.width, fileDataPtr, sizeof(int));
memcpy(&imFont.height, fileDataPtr + 4, sizeof(int));
memcpy(&imFont.format, fileDataPtr + 4 + 4, sizeof(int));
fileDataPtr += 12;
if ((fontImageCompSize > 0) && (fontImageCompSize != fontImageUncompSize))
{
// Compressed font atlas image data (DEFLATE), it requires DecompressData()
int dataUncompSize = 0;
unsigned char *compData = (unsigned char *)RAYGUI_MALLOC(fontImageCompSize);
memcpy(compData, fileDataPtr, fontImageCompSize);
fileDataPtr += fontImageCompSize;
imFont.data = DecompressData(compData, fontImageCompSize, &dataUncompSize);
// Security check, dataUncompSize must match the provided fontImageUncompSize
if (dataUncompSize != fontImageUncompSize) RAYGUI_LOG("WARNING: Uncompressed font atlas image data could be corrupted");
RAYGUI_FREE(compData);
}
else
{
// Font atlas image data is not compressed
imFont.data = (unsigned char *)RAYGUI_MALLOC(fontImageUncompSize);
memcpy(imFont.data, fileDataPtr, fontImageUncompSize);
fileDataPtr += fontImageUncompSize;
}
if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture);
font.texture = LoadTextureFromImage(imFont);
RAYGUI_FREE(imFont.data);
// Validate font atlas texture was loaded correctly
if (font.texture.id != 0)
{
// Load font recs data
int recsDataSize = font.glyphCount*sizeof(Rectangle);
int recsDataCompressedSize = 0;
// WARNING: Version 400 adds the compression size parameter
if (version >= 400)
{
// RGS files version 400 support compressed recs data
//memcpy(&recsDataCompressedSize, fileDataPtr, sizeof(int));
//fileDataPtr += sizeof(int);
// DFX EDIT
memcpy(&recsDataCompressedSize, fileDataPtr, 4);
fileDataPtr += 4;
}
if ((recsDataCompressedSize > 0) && (recsDataCompressedSize != recsDataSize))
{
// Recs data is compressed, uncompress it
unsigned char *recsDataCompressed = (unsigned char *)RAYGUI_MALLOC(recsDataCompressedSize);
memcpy(recsDataCompressed, fileDataPtr, recsDataCompressedSize);
fileDataPtr += recsDataCompressedSize;
int recsDataUncompSize = 0;
font.recs = (Rectangle *)DecompressData(recsDataCompressed, recsDataCompressedSize, &recsDataUncompSize);
// Security check, data uncompressed size must match the expected original data size
if (recsDataUncompSize != recsDataSize) RAYGUI_LOG("WARNING: Uncompressed font recs data could be corrupted");
RAYGUI_FREE(recsDataCompressed);
}
else
{
// Recs data is uncompressed
font.recs = (Rectangle *)RAYGUI_CALLOC(font.glyphCount, sizeof(Rectangle));
for (int i = 0; i < font.glyphCount; i++)
{
// DFX EDIT
// memcpy(&font.recs[i], fileDataPtr, sizeof(Rectangle));
// fileDataPtr += sizeof(Rectangle);
memcpy(&font.recs[i], fileDataPtr, 16);
fileDataPtr += 16;
}
}
// Load font glyphs info data
int glyphsDataSize = font.glyphCount*16; // 16 bytes data per glyph
int glyphsDataCompressedSize = 0;
// WARNING: Version 400 adds the compression size parameter
if (version >= 400)
{
// DFX EDIT
// RGS files version 400 support compressed glyphs data
// memcpy(&glyphsDataCompressedSize, fileDataPtr, sizeof(int));
// fileDataPtr += sizeof(int);
memcpy(&glyphsDataCompressedSize, fileDataPtr, 4);
fileDataPtr += 4;
}
// Allocate required glyphs space to fill with data
font.glyphs = (GlyphInfo *)RAYGUI_CALLOC(font.glyphCount, sizeof(GlyphInfo));
if ((glyphsDataCompressedSize > 0) && (glyphsDataCompressedSize != glyphsDataSize))
{
// Glyphs data is compressed, uncompress it
unsigned char *glypsDataCompressed = (unsigned char *)RAYGUI_MALLOC(glyphsDataCompressedSize);
// memcpy(glypsDataCompressed, fileDataPtr, glyphsDataCompressedSize);
// fileDataPtr += glyphsDataCompressedSize;
memcpy(glypsDataCompressed, fileDataPtr, glyphsDataCompressedSize);
fileDataPtr += glyphsDataCompressedSize;
int glyphsDataUncompSize = 0;
unsigned char *glyphsDataUncomp = DecompressData(glypsDataCompressed, glyphsDataCompressedSize, &glyphsDataUncompSize);
// Security check, data uncompressed size must match the expected original data size
if (glyphsDataUncompSize != glyphsDataSize) RAYGUI_LOG("WARNING: Uncompressed font glyphs data could be corrupted");
unsigned char *glyphsDataUncompPtr = glyphsDataUncomp;
for (int i = 0; i < font.glyphCount; i++)
{
memcpy(&font.glyphs[i].value, glyphsDataUncompPtr, sizeof(int));
memcpy(&font.glyphs[i].offsetX, glyphsDataUncompPtr + 4, sizeof(int));
memcpy(&font.glyphs[i].offsetY, glyphsDataUncompPtr + 8, sizeof(int));
memcpy(&font.glyphs[i].advanceX, glyphsDataUncompPtr + 12, sizeof(int));
glyphsDataUncompPtr += 16;
}
RAYGUI_FREE(glypsDataCompressed);
RAYGUI_FREE(glyphsDataUncomp);
}
else
{
// Glyphs data is uncompressed
for (int i = 0; i < font.glyphCount; i++)
{
memcpy(&font.glyphs[i].value, fileDataPtr, sizeof(int));
memcpy(&font.glyphs[i].offsetX, fileDataPtr + 4, sizeof(int));
memcpy(&font.glyphs[i].offsetY, fileDataPtr + 8, sizeof(int));
memcpy(&font.glyphs[i].advanceX, fileDataPtr + 12, sizeof(int));
fileDataPtr += 16;
}
}
}
else font = GetFontDefault(); // Fallback in case of errors loading font atlas texture
GuiSetFont(font);
// Set font texture source rectangle to be used as white texture to draw shapes
// NOTE: It makes possible to draw shapes and text (full UI) in a single draw call
if ((fontWhiteRec.x > 0) &&
(fontWhiteRec.y > 0) &&
(fontWhiteRec.width > 0) &&
(fontWhiteRec.height > 0)) SetShapesTexture(font.texture, fontWhiteRec);
}
#endif
}
}
// Gui get text width considering icon
static int GetTextWidth(const char *text)
{
#if !defined(ICON_TEXT_PADDING)
#define ICON_TEXT_PADDING 4
#endif
Vector2 textSize = { 0 };
int textIconOffset = 0;
if ((text != NULL) && (text[0] != '\0'))
{
if (text[0] == '#')
{
for (int i = 1; (i < 5) && (text[i] != '\0'); i++)
{
if (text[i] == '#')
{
textIconOffset = i;
break;
}
}
}
text += textIconOffset;
// Make sure guiFont is set, GuiGetStyle() initializes it lazynessly
float fontSize = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
// Custom MeasureText() implementation
if ((guiFont.texture.id > 0) && (text != NULL))
{
// Get size in bytes of text, considering end of line and line break
int size = 0;
for (int i = 0; i < MAX_LINE_BUFFER_SIZE; i++)
{
if ((text[i] != '\0') && (text[i] != '\n')) size++;
else break;
}
float scaleFactor = fontSize/(float)guiFont.baseSize;
textSize.y = (float)guiFont.baseSize*scaleFactor;
float glyphWidth = 0.0f;
for (int i = 0, codepointSize = 0; i < size; i += codepointSize)
{
int codepoint = GetCodepointNext(&text[i], &codepointSize);
int codepointIndex = GetGlyphIndex(guiFont, codepoint);
if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor);
else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor);
textSize.x += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
}
}
if (textIconOffset > 0) textSize.x += (RAYGUI_ICON_SIZE - ICON_TEXT_PADDING);
}
return (int)textSize.x;
}
// Get text bounds considering control bounds
static Rectangle GetTextBounds(int control, Rectangle bounds)
{
Rectangle textBounds = bounds;
textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH);
textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, TEXT_PADDING);
textBounds.width = bounds.width - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING);
textBounds.height = bounds.height - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING); // NOTE: Text is processed line per line!
// Depending on control, TEXT_PADDING and TEXT_ALIGNMENT properties could affect the text-bounds
switch (control)
{
case COMBOBOX:
case DROPDOWNBOX:
case LISTVIEW:
// TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, LISTVIEW
case SLIDER:
case CHECKBOX:
case VALUEBOX:
case SPINNER:
// TODO: More special cases (label on side): SLIDER, CHECKBOX, VALUEBOX, SPINNER
default:
{
// TODO: WARNING: TEXT_ALIGNMENT is already considered in GuiDrawText()
if (GuiGetStyle(control, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT) textBounds.x -= GuiGetStyle(control, TEXT_PADDING);
else textBounds.x += GuiGetStyle(control, TEXT_PADDING);
}
break;
}
return textBounds;
}
// Get text icon if provided and move text cursor
// NOTE: We support up to 999 values for iconId
static const char *GetTextIcon(const char *text, int *iconId)
{
#if !defined(RAYGUI_NO_ICONS)
*iconId = -1;
if (text[0] == '#') // Maybe we have an icon!
{
char iconValue[4] = { 0 }; // Maximum length for icon value: 3 digits + '\0'
int pos = 1;
while ((pos < 4) && (text[pos] >= '0') && (text[pos] <= '9'))
{
iconValue[pos - 1] = text[pos];
pos++;
}
if (text[pos] == '#')
{
*iconId = TextToInteger(iconValue);
// Move text pointer after icon
// WARNING: If only icon provided, it could point to EOL character: '\0'
if (*iconId >= 0) text += (pos + 1);
}
}
#endif
return text;
}
// Get text divided into lines (by line-breaks '\n')
const char **GetTextLines(const char *text, int *count)
{
#define RAYGUI_MAX_TEXT_LINES 128
static const char *lines[RAYGUI_MAX_TEXT_LINES] = { 0 };
for (int i = 0; i < RAYGUI_MAX_TEXT_LINES; i++) lines[i] = NULL; // Init NULL pointers to substrings
int textSize = (int)strlen(text);
lines[0] = text;
int len = 0;
*count = 1;
//int lineSize = 0; // Stores current line size, not returned
for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++)
{
if (text[i] == '\n')
{
//lineSize = len;
k++;
lines[k] = &text[i + 1]; // WARNING: next value is valid?
len = 0;
*count += 1;
}
else len++;
}
//lines[*count - 1].size = len;
return lines;
}
// Get text width to next space for provided string
static float GetNextSpaceWidth(const char *text, int *nextSpaceIndex)
{
float width = 0;
int codepointByteCount = 0;
int codepoint = 0;
int index = 0;
float glyphWidth = 0;
float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize;
for (int i = 0; text[i] != '\0'; i++)
{
if (text[i] != ' ')
{
codepoint = GetCodepoint(&text[i], &codepointByteCount);
index = GetGlyphIndex(guiFont, codepoint);
glyphWidth = (guiFont.glyphs[index].advanceX == 0)? guiFont.recs[index].width*scaleFactor : guiFont.glyphs[index].advanceX*scaleFactor;
width += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
}
else
{
*nextSpaceIndex = i;
break;
}
}
return width;
}
// Gui draw text using default font
static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint)
{
#define TEXT_VALIGN_PIXEL_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect
#if !defined(ICON_TEXT_PADDING)
#define ICON_TEXT_PADDING 4
#endif
if ((text == NULL) || (text[0] == '\0')) return; // Security check
// PROCEDURE:
// - Text is processed line per line
// - For every line, horizontal alignment is defined
// - For all text, vertical alignment is defined (multiline text only)
// - For every line, wordwrap mode is checked (useful for GuitextBox(), read-only)
// Get text lines (using '\n' as delimiter) to be processed individually
// WARNING: We can't use GuiTextSplit() function because it can be already used
// before the GuiDrawText() call and its buffer is static, it would be overriden :(
int lineCount = 0;
const char **lines = GetTextLines(text, &lineCount);
// Text style variables
//int alignment = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
int alignmentVertical = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL);
int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE); // Wrap-mode only available in read-only mode, no for text editing
// TODO: WARNING: This totalHeight is not valid for vertical alignment in case of word-wrap
float totalHeight = (float)(lineCount*GuiGetStyle(DEFAULT, TEXT_SIZE) + (lineCount - 1)*GuiGetStyle(DEFAULT, TEXT_SIZE)/2);
float posOffsetY = 0.0f;
for (int i = 0; i < lineCount; i++)
{
int iconId = 0;
lines[i] = GetTextIcon(lines[i], &iconId); // Check text for icon and move cursor
// Get text position depending on alignment and iconId
//---------------------------------------------------------------------------------
Vector2 textBoundsPosition = { textBounds.x, textBounds.y };
// NOTE: We get text size after icon has been processed
// WARNING: GetTextWidth() also processes text icon to get width! -> Really needed?
int textSizeX = GetTextWidth(lines[i]);
// If text requires an icon, add size to measure
if (iconId >= 0)
{
textSizeX += RAYGUI_ICON_SIZE*guiIconScale;
// WARNING: If only icon provided, text could be pointing to EOF character: '\0'
#if !defined(RAYGUI_NO_ICONS)
if ((lines[i] != NULL) && (lines[i][0] != '\0')) textSizeX += ICON_TEXT_PADDING;
#endif
}
// Check guiTextAlign global variables
switch (alignment)
{
case TEXT_ALIGN_LEFT: textBoundsPosition.x = textBounds.x; break;
case TEXT_ALIGN_CENTER: textBoundsPosition.x = textBounds.x + textBounds.width/2 - textSizeX/2; break;
case TEXT_ALIGN_RIGHT: textBoundsPosition.x = textBounds.x + textBounds.width - textSizeX; break;
default: break;
}
switch (alignmentVertical)
{
// Only valid in case of wordWrap = 0;
case TEXT_ALIGN_TOP: textBoundsPosition.y = textBounds.y + posOffsetY; break;
case TEXT_ALIGN_MIDDLE: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break;
case TEXT_ALIGN_BOTTOM: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height - totalHeight + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break;
default: break;
}
// NOTE: Make sure we get pixel-perfect coordinates,
// In case of decimals we got weird text positioning
textBoundsPosition.x = (float)((int)textBoundsPosition.x);
textBoundsPosition.y = (float)((int)textBoundsPosition.y);
//---------------------------------------------------------------------------------
// Draw text (with icon if available)
//---------------------------------------------------------------------------------
#if !defined(RAYGUI_NO_ICONS)
if (iconId >= 0)
{
// NOTE: We consider icon height, probably different than text size
GuiDrawIcon(iconId, (int)textBoundsPosition.x, (int)(textBounds.y + textBounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height)), guiIconScale, tint);
textBoundsPosition.x += (RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING);
}
#endif
// Get size in bytes of text,
// considering end of line and line break
int lineSize = 0;
for (int c = 0; (lines[i][c] != '\0') && (lines[i][c] != '\n') && (lines[i][c] != '\r'); c++, lineSize++){ }
float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize;
int textOffsetY = 0;
float textOffsetX = 0.0f;
float glyphWidth = 0;
for (int c = 0, codepointSize = 0; c < lineSize; c += codepointSize)
{
int codepoint = GetCodepointNext(&lines[i][c], &codepointSize);
int index = GetGlyphIndex(guiFont, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size
// Wrap mode text measuring to space to validate if it can be drawn or
// a new line is required
if (wrapMode == TEXT_WRAP_CHAR)
{
// Get glyph width to check if it goes out of bounds
if (guiFont.glyphs[index].advanceX == 0) glyphWidth = ((float)guiFont.recs[index].width*scaleFactor);
else glyphWidth = (float)guiFont.glyphs[index].advanceX*scaleFactor;
// Jump to next line if current character reach end of the box limits
if ((textOffsetX + glyphWidth) > textBounds.width)
{
textOffsetX = 0.0f;
textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
}
}
else if (wrapMode == TEXT_WRAP_WORD)
{
// Get width to next space in line
int nextSpaceIndex = 0;
float nextSpaceWidth = GetNextSpaceWidth(lines[i] + c, &nextSpaceIndex);
if ((textOffsetX + nextSpaceWidth) > textBounds.width)
{
textOffsetX = 0.0f;
textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
}
// TODO: Consider case: (nextSpaceWidth >= textBounds.width)
}
if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint
else
{
// TODO: There are multiple types of spaces in Unicode,
// maybe it's a good idea to add support for more: http://jkorpela.fi/chars/spaces.html
if ((codepoint != ' ') && (codepoint != '\t')) // Do not draw codepoints with no glyph
{
if (wrapMode == TEXT_WRAP_NONE)
{
// Draw only required text glyphs fitting the textBounds.width
if (textOffsetX <= (textBounds.width - glyphWidth))
{
DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
}
}
else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD))
{
// Draw only glyphs inside the bounds
if ((textBoundsPosition.y + textOffsetY) <= (textBounds.y + textBounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE)))
{
DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
}
}
}
if (guiFont.glyphs[index].advanceX == 0) textOffsetX += ((float)guiFont.recs[index].width*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
else textOffsetX += ((float)guiFont.glyphs[index].advanceX*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
}
}
if (wrapMode == TEXT_WRAP_NONE) posOffsetY += (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) posOffsetY += (textOffsetY + (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING));
//---------------------------------------------------------------------------------
}
#if defined(RAYGUI_DEBUG_TEXT_BOUNDS)
GuiDrawRectangle(textBounds, 0, WHITE, Fade(BLUE, 0.4f));
#endif
}
// Gui draw rectangle using default raygui plain style with borders
static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color)
{
if (color.a > 0)
{
// Draw rectangle filled with color
DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, GuiFade(color, guiAlpha));
}
if (borderWidth > 0)
{
// Draw rectangle border lines with color
DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha));
DrawRectangle((int)rec.x, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha));
DrawRectangle((int)rec.x + (int)rec.width - borderWidth, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha));
DrawRectangle((int)rec.x, (int)rec.y + (int)rec.height - borderWidth, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha));
}
#if defined(RAYGUI_DEBUG_RECS_BOUNDS)
DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, Fade(RED, 0.4f));
#endif
}
// Draw tooltip using control bounds
static void GuiTooltip(Rectangle controlRec)
{
if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL) && !guiSliderDragging)
{
Vector2 textSize = MeasureTextEx(GuiGetFont(), guiTooltipPtr, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
if ((controlRec.x + textSize.x + 16) > GetScreenWidth()) controlRec.x -= (textSize.x + 16 - controlRec.width);
GuiPanel(RAYGUI_CLITERAL(Rectangle){ controlRec.x, controlRec.y + controlRec.height + 4, textSize.x + 16, GuiGetStyle(DEFAULT, TEXT_SIZE) + 8.f }, NULL);
int textPadding = GuiGetStyle(LABEL, TEXT_PADDING);
int textAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
GuiSetStyle(LABEL, TEXT_PADDING, 0);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiLabel(RAYGUI_CLITERAL(Rectangle){ controlRec.x, controlRec.y + controlRec.height + 4, textSize.x + 16, GuiGetStyle(DEFAULT, TEXT_SIZE) + 8.f }, guiTooltipPtr);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, textAlignment);
GuiSetStyle(LABEL, TEXT_PADDING, textPadding);
}
}
// Split controls text into multiple strings
// Also check for multiple columns (required by GuiToggleGroup())
static const char **GuiTextSplit(const char *text, char delimiter, int *count, int *textRow)
{
// NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
// inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
// all used memory is static... it has some limitations:
// 1. Maximum number of possible split strings is set by RAYGUI_TEXTSPLIT_MAX_ITEMS
// 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE
// NOTE: Those definitions could be externally provided if required
// TODO: HACK: GuiTextSplit() - Review how textRows are returned to user
// textRow is an externally provided array of integers that stores row number for every splitted string
#if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS)
#define RAYGUI_TEXTSPLIT_MAX_ITEMS 128
#endif
#if !defined(RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE)
#define RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE 1024
#endif
static const char *result[RAYGUI_TEXTSPLIT_MAX_ITEMS] = { NULL }; // String pointers array (points to buffer data)
static char buffer[RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE] = { 0 }; // Buffer data (text input copy with '\0' added)
memset(buffer, 0, RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE);
result[0] = buffer;
int counter = 1;
if (textRow != NULL) textRow[0] = 0;
// Count how many substrings we have on text and point to every one
for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
{
buffer[i] = text[i];
if (buffer[i] == '\0') break;
else if ((buffer[i] == delimiter) || (buffer[i] == '\n'))
{
result[counter] = buffer + i + 1;
if (textRow != NULL)
{
if (buffer[i] == '\n') textRow[counter] = textRow[counter - 1] + 1;
else textRow[counter] = textRow[counter - 1];
}
buffer[i] = '\0'; // Set an end of string at this point
counter++;
if (counter == RAYGUI_TEXTSPLIT_MAX_ITEMS) break;
}
}
*count = counter;
return result;
}
// Convert color data from RGB to HSV
// NOTE: Color data should be passed normalized
static Vector3 ConvertRGBtoHSV(Vector3 rgb)
{
Vector3 hsv = { 0 };
float min = 0.0f;
float max = 0.0f;
float delta = 0.0f;
min = (rgb.x < rgb.y)? rgb.x : rgb.y;
min = (min < rgb.z)? min : rgb.z;
max = (rgb.x > rgb.y)? rgb.x : rgb.y;
max = (max > rgb.z)? max : rgb.z;
hsv.z = max; // Value
delta = max - min;
if (delta < 0.00001f)
{
hsv.y = 0.0f;
hsv.x = 0.0f; // Undefined, maybe NAN?
return hsv;
}
if (max > 0.0f)
{
// NOTE: If max is 0, this divide would cause a crash
hsv.y = (delta/max); // Saturation
}
else
{
// NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
hsv.y = 0.0f;
hsv.x = 0.0f; // Undefined, maybe NAN?
return hsv;
}
// NOTE: Comparing float values could not work properly
if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
else
{
if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
}
hsv.x *= 60.0f; // Convert to degrees
if (hsv.x < 0.0f) hsv.x += 360.0f;
return hsv;
}
// Convert color data from HSV to RGB
// NOTE: Color data should be passed normalized
static Vector3 ConvertHSVtoRGB(Vector3 hsv)
{
Vector3 rgb = { 0 };
float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
long i = 0;
// NOTE: Comparing float values could not work properly
if (hsv.y <= 0.0f)
{
rgb.x = hsv.z;
rgb.y = hsv.z;
rgb.z = hsv.z;
return rgb;
}
hh = hsv.x;
if (hh >= 360.0f) hh = 0.0f;
hh /= 60.0f;
i = (long)hh;
ff = hh - i;
p = hsv.z*(1.0f - hsv.y);
q = hsv.z*(1.0f - (hsv.y*ff));
t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
switch (i)
{
case 0:
{
rgb.x = hsv.z;
rgb.y = t;
rgb.z = p;
} break;
case 1:
{
rgb.x = q;
rgb.y = hsv.z;
rgb.z = p;
} break;
case 2:
{
rgb.x = p;
rgb.y = hsv.z;
rgb.z = t;
} break;
case 3:
{
rgb.x = p;
rgb.y = q;
rgb.z = hsv.z;
} break;
case 4:
{
rgb.x = t;
rgb.y = p;
rgb.z = hsv.z;
} break;
case 5:
default:
{
rgb.x = hsv.z;
rgb.y = p;
rgb.z = q;
} break;
}
return rgb;
}
// Scroll bar control (used by GuiScrollPanel())
static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue)
{
GuiState state = guiState;
// Is the scrollbar horizontal or vertical?
bool isVertical = (bounds.width > bounds.height)? false : true;
// The size (width or height depending on scrollbar type) of the spinner buttons
const int spinnerSize = GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE)?
(isVertical? (int)bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) :
(int)bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH)) : 0;
// Arrow buttons [<] [>] [∧] [∨]
Rectangle arrowUpLeft = { 0 };
Rectangle arrowDownRight = { 0 };
// Actual area of the scrollbar excluding the arrow buttons
Rectangle scrollbar = { 0 };
// Slider bar that moves --[///]-----
Rectangle slider = { 0 };
// Normalize value
if (value > maxValue) value = maxValue;
if (value < minValue) value = minValue;
const int valueRange = maxValue - minValue;
int sliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE);
// Calculate rectangles for all of the components
arrowUpLeft = RAYGUI_CLITERAL(Rectangle){
(float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH),
(float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH),
(float)spinnerSize, (float)spinnerSize };
if (isVertical)
{
arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + bounds.height - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize };
scrollbar = RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), arrowUpLeft.y + arrowUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)), bounds.height - arrowUpLeft.height - arrowDownRight.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) };
// Make sure the slider won't get outside of the scrollbar
sliderSize = (sliderSize >= scrollbar.height)? ((int)scrollbar.height - 2) : sliderSize;
slider = RAYGUI_CLITERAL(Rectangle){
bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING),
scrollbar.y + (int)(((float)(value - minValue)/valueRange)*(scrollbar.height - sliderSize)),
bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)),
(float)sliderSize };
}
else // horizontal
{
arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + bounds.width - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize };
scrollbar = RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x + arrowUpLeft.width, bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), bounds.width - arrowUpLeft.width - arrowDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)) };
// Make sure the slider won't get outside of the scrollbar
sliderSize = (sliderSize >= scrollbar.width)? ((int)scrollbar.width - 2) : sliderSize;
slider = RAYGUI_CLITERAL(Rectangle){
scrollbar.x + (int)(((float)(value - minValue)/valueRange)*(scrollbar.width - sliderSize)),
bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING),
(float)sliderSize,
bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)) };
}
// Update control
//--------------------------------------------------------------------
if ((state != STATE_DISABLED) && !guiLocked)
{
Vector2 mousePoint = GetMousePosition();
if (guiSliderDragging) // Keep dragging outside of bounds
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) &&
!CheckCollisionPointRec(mousePoint, arrowUpLeft) &&
!CheckCollisionPointRec(mousePoint, arrowDownRight))
{
if (CHECK_BOUNDS_ID(bounds, guiSliderActive))
{
state = STATE_PRESSED;
if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue);
else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue);
}
}
else
{
guiSliderDragging = false;
guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
}
}
else if (CheckCollisionPointRec(mousePoint, bounds))
{
state = STATE_FOCUSED;
// Handle mouse wheel
int wheel = (int)GetMouseWheelMove();
if (wheel != 0) value += wheel;
// Handle mouse button down
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
guiSliderDragging = true;
guiSliderActive = bounds; // Store bounds as an identifier when dragging starts
// Check arrows click
if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
else if (CheckCollisionPointRec(mousePoint, arrowDownRight)) value += valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
else if (!CheckCollisionPointRec(mousePoint, slider))
{
// If click on scrollbar position but not on slider, place slider directly on that position
if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue);
else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue);
}
state = STATE_PRESSED;
}
// Keyboard control on mouse hover scrollbar
/*
if (isVertical)
{
if (IsKeyDown(KEY_DOWN)) value += 5;
else if (IsKeyDown(KEY_UP)) value -= 5;
}
else
{
if (IsKeyDown(KEY_RIGHT)) value += 5;
else if (IsKeyDown(KEY_LEFT)) value -= 5;
}
*/
}
// Normalize value
if (value > maxValue) value = maxValue;
if (value < minValue) value = minValue;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawRectangle(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED))); // Draw the background
GuiDrawRectangle(scrollbar, 0, BLANK, GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL))); // Draw the scrollbar active area background
GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BORDER + state*3))); // Draw the slider bar
// Draw arrows (using icon if available)
if (GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE))
{
#if defined(RAYGUI_NO_ICONS)
GuiDrawText(isVertical? "^" : "<",
RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
GuiDrawText(isVertical? "v" : ">",
RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
#else
GuiDrawText(isVertical? "#121#" : "#118#",
RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL
GuiDrawText(isVertical? "#120#" : "#119#",
RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL
#endif
}
//--------------------------------------------------------------------
return value;
}
// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// WARNING: It multiplies current alpha by alpha scale factor
static Color GuiFade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
Color result = { color.r, color.g, color.b, (unsigned char)(color.a*alpha) };
return result;
}
#if defined(RAYGUI_STANDALONE)
// Returns a Color struct from hexadecimal value
static Color GetColor(int hexValue)
{
Color color;
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
// Returns hexadecimal value for a Color
static int ColorToInt(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Check if point is inside rectangle
static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
{
bool collision = false;
if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) &&
(point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
return collision;
}
// Formatting of text with variables to 'embed'
static const char *TextFormat(const char *text, ...)
{
#if !defined(RAYGUI_TEXTFORMAT_MAX_SIZE)
#define RAYGUI_TEXTFORMAT_MAX_SIZE 256
#endif
static char buffer[RAYGUI_TEXTFORMAT_MAX_SIZE];
va_list args;
va_start(args, text);
vsprintf(buffer, text, args);
va_end(args);
return buffer;
}
// Draw rectangle with vertical gradient fill color
// NOTE: This function is only used by GuiColorPicker()
static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
{
Rectangle bounds = { (float)posX, (float)posY, (float)width, (float)height };
DrawRectangleGradientEx(bounds, color1, color2, color2, color1);
}
// Split string into multiple strings
const char **TextSplit(const char *text, char delimiter, int *count)
{
// NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
// inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
// all used memory is static... it has some limitations:
// 1. Maximum number of possible split strings is set by RAYGUI_TEXTSPLIT_MAX_ITEMS
// 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE
#if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS)
#define RAYGUI_TEXTSPLIT_MAX_ITEMS 128
#endif
#if !defined(RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE)
#define RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE 1024
#endif
static const char *result[RAYGUI_TEXTSPLIT_MAX_ITEMS] = { NULL };
static char buffer[RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE] = { 0 };
memset(buffer, 0, RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE);
result[0] = buffer;
int counter = 0;
if (text != NULL)
{
counter = 1;
// Count how many substrings we have on text and point to every one
for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
{
buffer[i] = text[i];
if (buffer[i] == '\0') break;
else if (buffer[i] == delimiter)
{
buffer[i] = '\0'; // Set an end of string at this point
result[counter] = buffer + i + 1;
counter++;
if (counter == RAYGUI_TEXTSPLIT_MAX_ITEMS) break;
}
}
}
*count = counter;
return result;
}
// Get integer value from text
// NOTE: This function replaces atoi() [stdlib.h]
static int TextToInteger(const char *text)
{
int value = 0;
int sign = 1;
if ((text[0] == '+') || (text[0] == '-'))
{
if (text[0] == '-') sign = -1;
text++;
}
for (int i = 0; ((text[i] >= '0') && (text[i] <= '9')); ++i) value = value*10 + (int)(text[i] - '0');
return value*sign;
}
// Encode codepoint into UTF-8 text (char array size returned as parameter)
static const char *CodepointToUTF8(int codepoint, int *byteSize)
{
static char utf8[6] = { 0 };
int size = 0;
if (codepoint <= 0x7f)
{
utf8[0] = (char)codepoint;
size = 1;
}
else if (codepoint <= 0x7ff)
{
utf8[0] = (char)(((codepoint >> 6) & 0x1f) | 0xc0);
utf8[1] = (char)((codepoint & 0x3f) | 0x80);
size = 2;
}
else if (codepoint <= 0xffff)
{
utf8[0] = (char)(((codepoint >> 12) & 0x0f) | 0xe0);
utf8[1] = (char)(((codepoint >> 6) & 0x3f) | 0x80);
utf8[2] = (char)((codepoint & 0x3f) | 0x80);
size = 3;
}
else if (codepoint <= 0x10ffff)
{
utf8[0] = (char)(((codepoint >> 18) & 0x07) | 0xf0);
utf8[1] = (char)(((codepoint >> 12) & 0x3f) | 0x80);
utf8[2] = (char)(((codepoint >> 6) & 0x3f) | 0x80);
utf8[3] = (char)((codepoint & 0x3f) | 0x80);
size = 4;
}
*byteSize = size;
return utf8;
}
// Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found
// When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
// Total number of bytes processed are returned as a parameter
// NOTE: the standard says U+FFFD should be returned in case of errors
// but that character is not supported by the default font in raylib
static int GetCodepointNext(const char *text, int *codepointSize)
{
const char *ptr = text;
int codepoint = 0x3f; // Codepoint (defaults to '?')
*codepointSize = 1;
// Get current codepoint and bytes processed
if (0xf0 == (0xf8 & ptr[0]))
{
// 4 byte UTF-8 codepoint
if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks
codepoint = ((0x07 & ptr[0]) << 18) | ((0x3f & ptr[1]) << 12) | ((0x3f & ptr[2]) << 6) | (0x3f & ptr[3]);
*codepointSize = 4;
}
else if (0xe0 == (0xf0 & ptr[0]))
{
// 3 byte UTF-8 codepoint */
if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks
codepoint = ((0x0f & ptr[0]) << 12) | ((0x3f & ptr[1]) << 6) | (0x3f & ptr[2]);
*codepointSize = 3;
}
else if (0xc0 == (0xe0 & ptr[0]))
{
// 2 byte UTF-8 codepoint
if((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } //10xxxxxx checks
codepoint = ((0x1f & ptr[0]) << 6) | (0x3f & ptr[1]);
*codepointSize = 2;
}
else if (0x00 == (0x80 & ptr[0]))
{
// 1 byte UTF-8 codepoint
codepoint = ptr[0];
*codepointSize = 1;
}
return codepoint;
}
#endif // RAYGUI_STANDALONE
#endif // RAYGUI_IMPLEMENTATION
|
0 | repos/zig_workbench/BaseRayLib | repos/zig_workbench/BaseRayLib/.vscode/launch.json | {
"version": "0.2.0",
"configurations": [
{
"name": "Debug",
"type": "cppvsdbg",
"request": "launch",
"presentation": {
"hidden": false,
"group": "",
"order": 1
},
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"args": [ ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"preLaunchTask": "${defaultBuildTask}",
"console": "integratedTerminal",
"symbolSearchPath": "${workspaceFolder}/bin/Debug/",
},
{
"name": "Debug Attach",
"type": "cppvsdbg",
"request": "attach",
"presentation": {
"hidden": true,
"group": "",
"order": 2
},
"preLaunchTask": "Zig: Run main",
"internalConsoleOptions": "openOnFirstSessionStart",
"processId": "${command:pickProcess}"
}
]
} |
0 | repos/zig_workbench/BaseRayLib | repos/zig_workbench/BaseRayLib/.vscode/tasks.json | {
"tasks": [{
"label": "Zig: Build",
"args": [ "build", "--summary", "all" ],
"detail": "zig build --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": true },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Safe.",
"args": [ "build", "-Doptimize=ReleaseSafe", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseSafe --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Fast.",
"args": [ "build", "-Doptimize=ReleaseFast", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseFast --summary all",
"command": "zig","type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Small.",
"args": [ "build", "-Doptimize=ReleaseSmall", "--summary", "all" ],
"detail": "zig build -Doptimize=ReleaseSmall --summary all",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Build Release Strip.",
"args": [ ],
"detail": "zig build-exe -O ReleaseSmall -fstrip -fsingle-threaded (+ lots of options) main.zig",
"command": "buildReleaseStrip.bat", "type": "shell", "options": { "cwd": "${workspaceRoot}\\tools" }, "group": { "kind": "build", "isDefault": false },
"presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Test",
"args": [ "test", "${file}" ],
"detail": "'zig test' in the current workspace.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "test", "isDefault": true },
"presentation": { "group": "test", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "main.zig" ],
"detail": "zig run main.zig",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": true },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (With Args)",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "main.zig" , "--", "ArgsForYourProgram" ],
"detail": "zig run main.zig -- ArgsForYourProgram",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Fast)",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "main.zig" , "-O", "ReleaseFast" ],
"detail": "zig run main.zig -O ReleaseFast",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Safe)",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "main.zig" , "-O", "ReleaseSafe" ],
"detail": "zig run main.zig -O ReleaseSafe",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run main (Small)",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "main.zig" , "-O", "ReleaseSmall" ],
"detail": "zig run main.zig -O ReleaseSmall",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Run current file",
"args": [ "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "${file}" ],
"detail": "'zig run' active file in the current workspace.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "zTime Zig: Run current file",
"args": [ "zig", "run", "-lc", "-lraylib", "-L", "lib/raylib", "-Ilib/raylib", "${file}" ],
"detail": "'zTime zig run' active file in the current workspace.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "zTime", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
},
{
"label": "Zig: Docs",
"args": [ "run", "-femit-docs", "main.zig" ],
"detail": "Generate docs from source comments.",
"command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false },
"presentation": { "group": "docs", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": []
}],
"version": "2.0.0"
} |
0 | repos/zig_workbench/BaseRayLib | repos/zig_workbench/BaseRayLib/.vscode/BaseRayLib.code-workspace | {
"folders": [{ "path": ".." }],
"settings": {
// Zig Workspace
"files.exclude": {
"*.lnk": true,
"**/.git": true,
".gitignore": true,
"**/.svn": true,
"**/.hg": true,
"**/CVS": true,
"**/.DS_Store": true,
"**/Thumbs.db": true,
// VSCODE FOLDERS --------
"**/.vscode": true,
"**/.code-workspace": true,
// ZIG FOLDERS --------
"**/zig-cache": true
},
"search.exclude": {
"**/node_modules": true,
"**/bower_components": true,
"**/*.code-search": true,
// ZIG FOLDERS --------
"**/zig-out": true
},
"files.watcherExclude": {
// ZIG FOLDERS --------
"**/zig-cache": true
},
// DarknessFX settings
"telemetry.telemetryLevel": "off",
"workbench.colorTheme": "Default Dark+",
"workbench.startupEditor": "none",
"workbench.colorCustomizations": {
"statusBar.background" : "#1A1A1A",
"statusBar.noFolderBackground" : "#212121",
"statusBar.debuggingBackground": "#263238",
"editorBracketHighlight.foreground1": "#888888",
"editorBracketHighlight.foreground2": "#686888",
"editorBracketHighlight.foreground3": "#688868",
"editorBracketHighlight.foreground4": "#886868",
"editorBracketHighlight.foreground5": "#686868",
},
"editor.tokenColorCustomizations": {
"comments": "#546E7A",
"functions": "#DFAB4B",
"keywords": "#367CB6",
"numbers": "#CE9178",
"strings": "#CE9178",
"types": "#2EA990",
"variables": "#7CBCDE",
"[Default Dark+]": {
"textMateRules": [
{
"scope": [
"other",
"source",
"keyword.operator",
"keyword.operator.noexcept",
"punctuation",
"punctuation.dot",
"punctuation.comma",
"punctuation.definitions",
"punctuation.definition.comment",
"punctuation.definition.tag",
"punctuation.definition.tag.html",
"punctuation.definition.tag.begin.html",
"punctuation.definition.tag.end.html",
"punctuation.section.embedded",
"punctuation.separator",
"punctuation.separator.inheritance.php",
],
"settings": {
"foreground": "#758E68",
"fontStyle": "",
}
},
{
"scope": [
"comment",
],
"settings": {
"fontStyle": "italic",
}
},
{
"scope": [
"keyword",
"keyword.control",
"keyword.other",
"keyword.other.template",
"keyword.other.substitution",
"keyword.other.unit",
"storage",
"storage.type",
"storage.modifier",
"keywordLiteral",
"keyword.literal",
"keyword.constant.default",
],
"settings": {
"fontStyle": "italic",
"foreground": "#367CB6"
}
},
{
"scope": [
"support.class",
"support.type",
"entity.name.type",
"entity.name.namespace",
"entity.other.attribute",
"entity.name.scope-resolution",
"entity.name.class",
],
"settings": {
"foreground": "#2EA990"
}
},
],
},
},
"editor.tabSize": 2,
"editor.fontSize": 16,
"editor.unicodeHighlight.invisibleCharacters": false,
"editor.autoClosingBrackets": "never",
"editor.autoSurround": "never",
"editor.autoClosingQuotes": "never",
"editor.detectIndentation": false,
"editor.lightbulb.enabled": "off",
"workbench.editor.focusRecentEditorAfterClose": false,
"workbench.panel.defaultLocation": "left",
"workbench.panel.opensMaximized": "never",
"workbench.editor.tabSizing": "fixed",
"workbench.editor.tabSizingFixedMaxWidth": 140,
"workbench.sideBar.location": "right",
"debug.allowBreakpointsEverywhere": true,
"debug.onTaskErrors": "abort",
"explorer.confirmDragAndDrop": false,
"explorer.compactFolders": false,
"explorer.confirmDelete": false,
"terminal.integrated.profiles.windows": {
"Windows Terminal": {
"path": "wt",
"args": [
"-p", "cmd", "cmd"
],
"icon": "terminal-bash",
},
"Command Prompt": {
"path": [
"${env:windir}\\Sysnative\\cmd.exe",
"${env:windir}\\System32\\cmd.exe"
],
"args": [],
"icon": "terminal-cmd"
},
"PowerShell": {
"source": "PowerShell",
"icon": "terminal-powershell"
},
"Git Bash": {
"source": "Git Bash"
},
},
"terminal.integrated.tabs.location": "left",
"terminal.integrated.defaultProfile.windows": "Command Prompt",
"C_Cpp.vcFormat.space.groupSquareBrackets": false,
"C_Cpp.loggingLevel": "Debug",
"C_Cpp.codeAnalysis.clangTidy.codeAction.formatFixes": false,
"git.openRepositoryInParentFolders": "never",
"html.autoCreateQuotes": false,
"zig.buildFilePath": "${workspaceFolder}",
"zig.formattingProvider": "off",
"zig.checkForUpdate": false,
"zig.zls.enabled": true,
"zig.zls.highlightGlobalVarDeclarations": true,
"zig.zls.semanticTokens": "full",
"zig.zls.enableArgumentPlaceholders": false,
"zig.zls.inlayHintsExcludeSingleArgument": false,
"zig.zls.enableAutofix": false,
"zig.zls.checkForUpdate": false,
"zig.zls.enableInlayHints": false,
"zig.zls.preferAstCheckAsChildProcess": false,
},
"extensions": {
"recommendations": [
"pkief.material-icon-theme"
]
}
}
|
0 | repos/zig_workbench/BaseRayLib | repos/zig_workbench/BaseRayLib/tools/buildReleaseStrip.bat | @ECHO OFF
REM Check if Tools folder, then go up to parent folder
SET FolderName=
FOR %%* IN (%CD%) DO SET FolderName=%%~n*
IF /I "%FolderName%" == "tools" (
FOR %%* IN (%CD%\..) DO SET FolderName=%%~n*
CD ..
)
REM EXTRA ARGS SHORTCUT
REM ===================
REM Linking system libraries (note: -l and library name all together):
REM -lSDL2 -lOpenGL32
REM Adding libraries DLL+LIB folders (note: -L SPACE "Dir"):
REM -L %CD%\lib\SDL2
REM Adding cImport .H include folders (note: -I"Dir", without spaces):
REM -I%CD%\lib\microui -I%CD%\lib\SDL2\include
REM
REM Full extra_args sample of a project that use SDL3 + OpenGL :
REM SET extra_args=-lSDL3 -lOpenGL32 -L "%CD%\lib\SDL3" -I"%CD%" -I"%CD%\lib" -I"%CD%\lib\SDL3"
SET extra_args=-lraylib -L lib/raylib -Ilib/raylib
REM AddCSource
REM ==========
REM If your project use C Source Files, add here the list of files you want to add to your build.
REM
REM SET addCSourceFile="%CD%\lib\SDL3\glad.c"
SET addCSourceFile=
IF NOT EXIST %CD%\bin\ReleaseStrip (
MKDIR %CD%\bin\ReleaseStrip
)
IF NOT EXIST %CD%\bin\ReleaseStrip\obj (
MKDIR %CD%\bin\ReleaseStrip\obj
)
REM GET CURRENT FOLDER NAME
SET ProjectName=%FolderName%
SET rcmd=
IF EXIST "*.rc" (
SET rcmd=-rcflags /c65001 -- %CD%\%ProjectName%.rc
)
SET singlethread=-fsingle-threaded
SET libc=
FINDSTR /L linkLibC build.zig > NUL && (
SET libc=-lc
)
SET libcpp=
FINDSTR /L linkLibCpp build.zig > NUL && (
SET libcpp=-lc++
SET singlethread=
)
REM OUTPUT TO ZIG_REPORT.TXT
> bin/ReleaseStrip/obj/zig_report.txt (
zig build-exe -O ReleaseSmall %rcmd% %libc% %libcpp% %singlethread% -fstrip --color off -femit-bin=bin/ReleaseStrip/%ProjectName%.exe -femit-asm=bin/ReleaseStrip/obj/%ProjectName%.s -femit-llvm-ir=bin/ReleaseStrip/obj/%ProjectName%.ll -femit-llvm-bc=bin/ReleaseStrip/obj/%ProjectName%.bc -femit-h=bin/ReleaseStrip/obj/%ProjectName%.h -ftime-report -fstack-report %extra_args% --name %ProjectName% main.zig %addCSourceFile%
) 2>&1
REM OUTPUT BUILD COMMAND LINE TO ZIG_BUILD_CMD.TXT
> bin/ReleaseStrip/obj/zig_build_cmd.txt (
zig build-exe -O ReleaseSmall %rcmd% %libc% %libcpp% %singlethread% -fstrip --color off -femit-bin=bin/ReleaseStrip/%ProjectName%.exe -femit-asm=bin/ReleaseStrip/obj/%ProjectName%.s -femit-llvm-ir=bin/ReleaseStrip/obj/%ProjectName%.ll -femit-llvm-bc=bin/ReleaseStrip/obj/%ProjectName%.bc -femit-h=bin/ReleaseStrip/obj/%ProjectName%.h -ftime-report -fstack-report %extra_args% --name %ProjectName% main.zig %addCSourceFile%
) 2>&1
IF EXIST "%CD%\bin\ReleaseStrip\%ProjectName%.exe.obj" (
MOVE %CD%\bin\ReleaseStrip\%ProjectName%.exe.obj %CD%\bin\ReleaseStrip\obj > NUL
)
ECHO.
ECHO Done!
REM PAUSE
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_sdl3_opengl3.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_sdl3.h");
@cInclude("lib/imgui/cimgui_impl_opengl3.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const sdl = @cImport({
@cInclude("lib/SDL3/include/SDL.h");
@cInclude("lib/SDL3/include/SDL_opengl.h");
});
const ImVec4 = struct {
x: f32,
y: f32,
z: f32,
w: f32
};
pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
_ = hInstance;
_ = hPrevInstance;
_ = pCmdLine;
_ = nCmdShow;
const glsl_version = "#version 150";
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_FLAGS, sdl.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_PROFILE_MASK, sdl.SDL_GL_CONTEXT_PROFILE_CORE);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_MINOR_VERSION, 2);
_ = sdl.SDL_SetHint(sdl.SDL_HINT_IME_SHOW_UI, "1");
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_DOUBLEBUFFER, 1);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_DEPTH_SIZE, 24);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_STENCIL_SIZE, 8);
const window_flags: sdl.SDL_WindowFlags = sdl.SDL_WINDOW_OPENGL | sdl.SDL_WINDOW_RESIZABLE | sdl.SDL_WINDOW_HIDDEN;
const window: *sdl.SDL_Window = sdl.SDL_CreateWindow("Dear ImGui SDL3_OpenGL3 example", 1280, 720, window_flags).?;
defer sdl.SDL_DestroyWindow(window);
_ = sdl.SDL_SetWindowPosition(window, sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED);
const gl_context: sdl.SDL_GLContext = sdl.SDL_GL_CreateContext(window);
_ = sdl.SDL_GL_MakeCurrent(window, gl_context);
_ = sdl.SDL_GL_SetSwapInterval(1); // Enable vsync
_ = sdl.SDL_ShowWindow(window);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
const cwindow = @as(?*im.SDL_Window , @ptrCast(window));
_ = im.cImGui_ImplSDL3_InitForOpenGL(cwindow, gl_context);
_ = im.cImGui_ImplOpenGL3_InitEx(glsl_version);
var show_demo_window: bool = true;
var show_another_window: bool = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = ImVec4{.x=0.45, .y=0.55, .z=0.60, .w=1.00};
var f: f32 = 0.0;
var counter: u16 = 0;
var event: sdl.SDL_Event = undefined;
const cevent = @as([*c]const im.SDL_Event , @ptrCast(&event));
var done: bool = false;
while (!done) {
while (sdl.SDL_PollEvent(&event) == 1) {
_ = im.cImGui_ImplSDL3_ProcessEvent(cevent);
if (event.type == sdl.SDL_EVENT_QUIT) {
done = true; }
if (event.type == sdl.SDL_EVENT_WINDOW_CLOSE_REQUESTED and
event.window.windowID == sdl.SDL_GetWindowID(window)) {
done = true; }
}
im.cImGui_ImplOpenGL3_NewFrame();
im.cImGui_ImplSDL3_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
sdl.glViewport(0, 0, toCInt(io.DisplaySize.x), toCInt(io.DisplaySize.y));
sdl.glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
sdl.glClear(sdl.GL_COLOR_BUFFER_BIT);
im.cImGui_ImplOpenGL3_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
const backup_current_window: *sdl.SDL_Window = sdl.SDL_GL_GetCurrentWindow().?;
const backup_current_context: sdl.SDL_GLContext = sdl.SDL_GL_GetCurrentContext().?;
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
_ = sdl.SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
_ = sdl.SDL_GL_SwapWindow(window);
}
im.cImGui_ImplOpenGL3_Shutdown();
im.cImGui_ImplSDL3_Shutdown();
im.ImGui_DestroyContext(null);
_ = sdl.SDL_GL_DeleteContext(gl_context);
sdl.SDL_DestroyWindow(window);
sdl.SDL_Quit();
return 0;
}
// Fix for libc linking error.
pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow);
}
fn toCInt(value: f32) c_int {
return @as(c_int, @intFromFloat(value));
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_sdlrenderer3.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("SDL3");
exe.addIncludePath( b.path("lib/imgui") );
exe.addIncludePath( b.path("lib/opengl") );
exe.addIncludePath( b.path("lib/SDL3/include") );
exe.addLibraryPath( b.path("lib/SDL3") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_sdl3.cpp",
"lib/imgui/cimgui_impl_sdlrenderer3.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_sdl3.cpp",
"lib/imgui/imgui_impl_sdlrenderer3.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
b.installBinFile("lib/SDL3/SDL3.dll", "SDL3.dll");
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_directx11.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("d3d11");
exe.linkSystemLibrary("d3dcompiler_47");
exe.addIncludePath( b.path("lib/cimgui") );
exe.addIncludePath( b.path("lib/cimgui/imgui") );
exe.addIncludePath( b.path("lib/DX11") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_dx11.cpp",
"lib/imgui/cimgui_impl_win32.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_dx11.cpp",
"lib/imgui/imgui_impl_win32.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_opengl2.h");
@cInclude("lib/imgui/cimgui_impl_win32.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const gl = @cImport({
@cInclude("lib/opengl/gl.h");
});
var wnd: win.HWND = undefined;
const wnd_title = L("BaseImGui OpenGL2");
var wnd_size: win.RECT = .{ .left = 0, .top = 0, .right = 1200, .bottom = 800 };
var wnd_dc: win.HDC = undefined;
var wnd_dpi: win.UINT = 0;
var wnd_hRC: win.HGLRC = undefined;
const WGL_WindowData = struct { hDC: gl.HDC };
var gl_HWND: gl.HWND = undefined;
var g_hRC: gl.HGLRC = undefined;
var g_MainWindow: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
var g_width: i16 = 1200;
var g_height: i16 = 800;
const ImVec4 = struct { x: f32, y: f32, w: f32, z: f32 };
pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
_ = hPrevInstance;
_ = pCmdLine;
CreateWindow(hInstance);
defer _ = ReleaseDC(wnd, wnd_dc);
defer _ = UnregisterClassW(wnd_title, hInstance);
defer _ = DestroyWindow(wnd);
@setRuntimeSafety(false);
gl_HWND = @as(gl.HWND, @alignCast(@ptrCast(wnd)));
@setRuntimeSafety(true);
_ = CreateDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
_ = ShowWindow(wnd, nCmdShow);
_ = UpdateWindow(wnd);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
_ = im.cImGui_ImplWin32_InitForOpenGL(wnd);
_ = im.cImGui_ImplOpenGL2_Init();
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
var platform_io: *im.struct_ImGuiPlatformIO_t = im.ImGui_GetPlatformIO();
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
var show_demo_window = true;
var show_another_window = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = .{ .x = 0.45, .y = 0.55, .w = 0.60, .z = 1.00 };
var f: f32 = 0.0;
var counter: u16 = 0;
var done = false;
var msg: MSG = std.mem.zeroes(MSG);
while (!done) {
while (PeekMessageA(&msg, null, 0, 0, PM_REMOVE) != 0) {
_ = TranslateMessage(&msg);
_ = DispatchMessageW(&msg);
if (msg.message == WM_QUIT) {
done = true;
}
}
if (done) break;
im.cImGui_ImplOpenGL2_NewFrame();
im.cImGui_ImplWin32_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
gl.glViewport(0, 0, g_width, g_height);
gl.glClearColor(clear_color.x, clear_color.y, clear_color.w, clear_color.z);
gl.glClear(gl.GL_COLOR_BUFFER_BIT);
im.cImGui_ImplOpenGL2_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
_ = gl.SwapBuffers(g_MainWindow.hDC);
}
im.cImGui_ImplOpenGL2_Shutdown();
im.cImGui_ImplWin32_Shutdown();
im.ImGui_DestroyContext(null);
CleanupDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglDeleteContext(g_hRC);
return 0;
}
pub extern fn cImGui_ImplWin32_WndProcHandler(hWnd: win.HWND, msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(.C) win.LRESULT;
fn WindowProc(hWnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT {
if (cImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam) != 0) {
return 1;
}
switch (uMsg) {
WM_DESTROY => {
PostQuitMessage(0);
return 0;
},
WM_PAINT => {
var ps: PAINTSTRUCT = undefined;
const hdc: HDC = BeginPaint(hWnd, &ps) orelse undefined;
_ = FillRect(hdc, &ps.rcPaint, @ptrFromInt(COLOR_WINDOW + 1));
_ = EndPaint(hWnd, &ps);
},
WM_SIZE => {
wnd_size.right = @as(i32, @intCast(LOWORD(lParam)));
wnd_size.bottom = @as(i32, @intCast(HIWORD(lParam)));
},
WM_KEYDOWN, WM_SYSKEYDOWN => {
switch (wParam) {
VK_ESCAPE => { //SHIFT+ESC = EXIT
if (GetAsyncKeyState(VK_LSHIFT) & 0x01 == 1) {
PostQuitMessage(0);
return 0;
}
},
else => {},
}
},
else => _ = .{},
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
fn CreateWindow(hInstance: win.HINSTANCE) void {
const wnd_class: WNDCLASSEXW = .{
.cbSize = @sizeOf(WNDCLASSEXW),
.style = CS_DBLCLKS | CS_OWNDC,
.lpfnWndProc = WindowProc,
.cbClsExtra = 0,
.cbWndExtra = 0,
.hInstance = hInstance,
.hIcon = null,
.hCursor = LoadCursorW(null, IDC_ARROW),
.hbrBackground = null,
.lpszMenuName = null,
.lpszClassName = wnd_title,
.hIconSm = null,
};
_ = RegisterClassExW(&wnd_class);
_ = AdjustWindowRectEx(&wnd_size, WS_OVERLAPPEDWINDOW, win.FALSE, WS_EX_APPWINDOW | WS_EX_WINDOWEDGE);
wnd = CreateWindowExW(WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, wnd_title, wnd_title, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, null, null, hInstance, null).?;
wnd_dc = GetDC(wnd).?;
const dpi = GetDpiForWindow(wnd);
const xCenter = @divFloor(GetSystemMetricsForDpi(SM_CXSCREEN, dpi), 2);
const yCenter = @divFloor(GetSystemMetricsForDpi(SM_CYSCREEN, dpi), 2);
wnd_size.left = xCenter - @divFloor(g_width, 2);
wnd_size.top = yCenter - @divFloor(g_height, 2);
wnd_size.right = wnd_size.left + @divFloor(g_width, 2);
wnd_size.bottom = wnd_size.top + @divFloor(g_height, 2);
_ = SetWindowPos(wnd, null, wnd_size.left, wnd_size.top, wnd_size.right, wnd_size.bottom, SWP_NOCOPYBITS);
}
fn CreateDeviceWGL(hWnd: win.HWND, data: *WGL_WindowData) bool {
const hDc = GetDC(hWnd).?;
var pfd: PIXELFORMATDESCRIPTOR = std.mem.zeroes(PIXELFORMATDESCRIPTOR);
const pfd_size = @sizeOf(PIXELFORMATDESCRIPTOR);
pfd.nSize = pfd_size;
pfd.nVersion = 1;
pfd.dwFlags = gl.PFD_DRAW_TO_WINDOW | gl.PFD_SUPPORT_OPENGL | gl.PFD_DOUBLEBUFFER;
pfd.iPixelType = gl.PFD_TYPE_RGBA;
pfd.cColorBits = 32;
const pf = ChoosePixelFormat(hDc, &pfd);
if (pf == 0) {
return false;
}
if (SetPixelFormat(hDc, pf, &pfd) == false) {
return false;
}
_ = ReleaseDC(hWnd, hDc);
@setRuntimeSafety(false);
const glhwnd = @as(gl.HWND, @alignCast(@ptrCast(hWnd)));
@setRuntimeSafety(true);
data.hDC = gl.GetDC(glhwnd);
if (g_hRC == null) {
g_hRC = gl.wglCreateContext(data.hDC);
}
return true;
}
fn CleanupDeviceWGL(hWnd: win.HWND, data: *WGL_WindowData) void {
_ = hWnd;
_ = data;
_ = gl.wglMakeCurrent(null, null);
}
fn Hook_Renderer_CreateWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.PlatformHandle != null and viewport.*.RendererUserData == null) {
var data: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
_ = CreateDeviceWGL(@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)), &data);
viewport.*.RendererUserData = &data;
}
}
fn Hook_Renderer_DestroyWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.RendererUserData != null) {
CleanupDeviceWGL(@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)), @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?))));
viewport.*.RendererUserData = null;
}
}
fn Hook_Platform_RenderWindow(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = gl.wglMakeCurrent(data.hDC, g_hRC);
}
}
fn Hook_Renderer_SwapBuffers(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = SwapBuffers(@as(win.HDC, @alignCast(@ptrCast(data.hDC))));
}
}
// Fix for libc linking error.
pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow);
}
fn LOWORD(l: win.LONG_PTR) win.UINT {
return @as(u32, @intCast(l)) & 0xFFFF;
}
fn HIWORD(l: win.LONG_PTR) win.UINT {
return (@as(u32, @intCast(l)) >> 16) & 0xFFFF;
}
const WM_QUIT = 0x0012;
const WM_DESTROY = 0x0002;
const WM_SIZE = 0x0005;
const WM_PAINT = 0x000F;
const WM_KEYDOWN = 0x0100;
const WM_SYSKEYDOWN = 0x0104;
const VK_ESCAPE = 27;
const VK_LSHIFT = 160;
const COLOR_WINDOW = 5;
const CS_DBLCLKS = 0x0008;
const CS_OWNDC = 0x0020;
const CW_USEDEFAULT: i32 = @bitCast(@as(u32, 0x80000000));
const WS_OVERLAPPED = 0x00000000;
const WS_POPUP = 0x80000000;
const WS_CHILD = 0x40000000;
const WS_MINIMIZE = 0x20000000;
const WS_VISIBLE = 0x10000000;
const WS_DISABLED = 0x08000000;
const WS_CLIPSIBLINGS = 0x04000000;
const WS_CLIPCHILDREN = 0x02000000;
const WS_MAXIMIZE = 0x01000000;
const WS_CAPTION = WS_BORDER | WS_DLGFRAME;
const WS_BORDER = 0x00800000;
const WS_DLGFRAME = 0x00400000;
const WS_VSCROLL = 0x00200000;
const WS_HSCROLL = 0x00100000;
const WS_SYSMENU = 0x00080000;
const WS_THICKFRAME = 0x00040000;
const WS_GROUP = 0x00020000;
const WS_TABSTOP = 0x00010000;
const WS_MINIMIZEBOX = 0x00020000;
const WS_MAXIMIZEBOX = 0x00010000;
const WS_TILED = WS_OVERLAPPED;
const WS_ICONIC = WS_MINIMIZE;
const WS_SIZEBOX = WS_THICKFRAME;
const WS_TILEDWINDOW = WS_OVERLAPPEDWINDOW;
const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
const WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU;
const WS_CHILDWINDOW = WS_CHILD;
const WS_EX_DLGMODALFRAME = 0x00000001;
const WS_EX_NOPARENTNOTIFY = 0x00000004;
const WS_EX_TOPMOST = 0x00000008;
const WS_EX_ACCEPTFILES = 0x00000010;
const WS_EX_TRANSPARENT = 0x00000020;
const WS_EX_MDICHILD = 0x00000040;
const WS_EX_TOOLWINDOW = 0x00000080;
const WS_EX_WINDOWEDGE = 0x00000100;
const WS_EX_CLIENTEDGE = 0x00000200;
const WS_EX_CONTEXTHELP = 0x00000400;
const WS_EX_RIGHT = 0x00001000;
const WS_EX_LEFT = 0x00000000;
const WS_EX_RTLREADING = 0x00002000;
const WS_EX_LTRREADING = 0x00000000;
const WS_EX_LEFTSCROLLBAR = 0x00004000;
const WS_EX_RIGHTSCROLLBAR = 0x00000000;
const WS_EX_CONTROLPARENT = 0x00010000;
const WS_EX_STATICEDGE = 0x00020000;
const WS_EX_APPWINDOW = 0x00040000;
const WS_EX_LAYERED = 0x00080000;
const WS_EX_OVERLAPPEDWINDOW = WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE;
const WS_EX_PALETTEWINDOW = WS_EX_WINDOWEDGE | WS_EX_TOOLWINDOW | WS_EX_TOPMOST;
pub const HDC = *opaque {};
pub const HBRUSH = *opaque {};
pub const PAINTSTRUCT = extern struct { hdc: HDC, fErase: win.BOOL, rcPaint: win.RECT, fRestore: win.BOOL, fIncUpdate: win.BOOL, rgbReserved: [32]win.BYTE };
pub const WNDCLASSEXW = extern struct {
cbSize: win.UINT = @sizeOf(WNDCLASSEXW),
style: win.UINT,
lpfnWndProc: WNDPROC,
cbClsExtra: i32 = 0,
cbWndExtra: i32 = 0,
hInstance: win.HINSTANCE,
hIcon: ?win.HICON,
hCursor: ?win.HCURSOR,
hbrBackground: ?HBRUSH,
lpszMenuName: ?[*:0]const u16,
lpszClassName: [*:0]const u16,
hIconSm: ?win.HICON,
};
pub const WNDPROC = *const fn (hwnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub const MSG = extern struct {
hWnd: ?win.HWND,
message: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM,
time: win.DWORD,
pt: win.POINT,
lPrivate: win.DWORD,
};
pub extern "user32" fn BeginPaint(
hWnd: ?win.HWND,
lpPaint: ?*PAINTSTRUCT,
) callconv(WINAPI) ?HDC;
pub extern "user32" fn FillRect(hDC: ?HDC, lprc: ?*const win.RECT, hbr: ?HBRUSH) callconv(WINAPI) win.INT;
pub extern "user32" fn EndPaint(hWnd: win.HWND, lpPaint: *const PAINTSTRUCT) callconv(WINAPI) win.BOOL;
pub extern "gdi32" fn TextOutW(hDC: ?HDC, x: win.INT, y: win.INT, lpString: win.LPCWSTR, c: win.INT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetAsyncKeyState(nKey: c_int) callconv(WINAPI) win.INT;
const IDC_ARROW: win.LONG = 32512;
pub extern "user32" fn LoadCursorW(
hInstance: ?win.HINSTANCE,
lpCursorName: win.LONG,
) callconv(WINAPI) win.HCURSOR;
// _ = win.MessageBoxA(null, "Sample text.", "Title", win.MB_OK);
// _ = OutputDebugStringA("\x1b[31mRed\x1b[0m");
pub extern "kernel32" fn OutputDebugStringA(lpOutputString: win.LPCSTR) callconv(WINAPI) win.INT;
pub extern "user32" fn GetWindowRect(hWnd: win.HWND, lpRect: *win.RECT) callconv(WINAPI) win.INT;
pub const SM_CXSCREEN = 0;
pub const SM_CYSCREEN = 1;
pub extern "user32" fn GetSystemMetricsForDpi(nIndex: win.INT, dpi: win.UINT) callconv(WINAPI) win.INT;
pub extern "user32" fn GetDpiForWindow(
hWnd: win.HWND,
) callconv(WINAPI) win.UINT;
pub const SWP_NOCOPYBITS = 0x0100;
pub extern "user32" fn SetWindowPos(
hWnd: win.HWND,
hWndInsertAfter: ?win.HWND,
X: win.INT,
Y: win.INT,
cx: win.INT,
cy: win.INT,
uFlags: win.UINT,
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetClientRect(hWnd: win.HWND, lpRect: *win.RECT) callconv(WINAPI) win.UINT;
pub extern "user32" fn DestroyWindow(hWnd: win.HWND) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UnregisterClassW(lpClassName: [*:0]const u16, hInstance: win.HINSTANCE) callconv(WINAPI) win.BOOL;
pub extern "user32" fn ReleaseDC(hWnd: ?win.HWND, hDC: win.HDC) callconv(WINAPI) i32;
pub extern "user32" fn ShowWindow(hWnd: win.HWND, nCmdShow: i32) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UpdateWindow(hWnd: win.HWND) callconv(WINAPI) win.BOOL;
pub const PM_REMOVE = 0x0001;
pub extern "user32" fn PeekMessageA(lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT, wRemoveMsg: win.UINT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn TranslateMessage(lpMsg: *const MSG) callconv(WINAPI) win.BOOL;
pub extern "user32" fn DispatchMessageW(lpMsg: *const MSG) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn PostQuitMessage(nExitCode: i32) callconv(WINAPI) void;
pub extern "user32" fn RegisterClassExW(*const WNDCLASSEXW) callconv(WINAPI) win.ATOM;
pub extern "user32" fn AdjustWindowRectEx(lpRect: *win.RECT, dwStyle: win.DWORD, bMenu: win.BOOL, dwExStyle: win.DWORD) callconv(WINAPI) win.BOOL;
pub extern "user32" fn CreateWindowExW(dwExStyle: win.DWORD, lpClassName: [*:0]const u16, lpWindowName: [*:0]const u16, dwStyle: win.DWORD, X: i32, Y: i32, nWidth: i32, nHeight: i32, hWindParent: ?win.HWND, hMenu: ?win.HMENU, hInstance: win.HINSTANCE, lpParam: ?win.LPVOID) callconv(WINAPI) ?win.HWND;
pub extern "user32" fn DefWindowProcW(hWnd: win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn GetDC(hWnd: ?win.HWND) callconv(WINAPI) ?win.HDC;
pub const PIXELFORMATDESCRIPTOR = extern struct {
nSize: win.WORD = @sizeOf(PIXELFORMATDESCRIPTOR),
nVersion: win.WORD,
dwFlags: win.DWORD,
iPixelType: win.BYTE,
cColorBits: win.BYTE,
cRedBits: win.BYTE,
cRedShift: win.BYTE,
cGreenBits: win.BYTE,
cGreenShift: win.BYTE,
cBlueBits: win.BYTE,
cBlueShift: win.BYTE,
cAlphaBits: win.BYTE,
cAlphaShift: win.BYTE,
cAccumBits: win.BYTE,
cAccumRedBits: win.BYTE,
cAccumGreenBits: win.BYTE,
cAccumBlueBits: win.BYTE,
cAccumAlphaBits: win.BYTE,
cDepthBits: win.BYTE,
cStencilBits: win.BYTE,
cAuxBuffers: win.BYTE,
iLayerType: win.BYTE,
bReserved: win.BYTE,
dwLayerMask: win.DWORD,
dwVisibleMask: win.DWORD,
dwDamageMask: win.DWORD,
};
pub extern "gdi32" fn SetPixelFormat(
hdc: ?win.HDC,
format: win.INT,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) bool;
pub extern "gdi32" fn ChoosePixelFormat(
hdc: ?win.HDC,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) win.INT;
pub extern "gdi32" fn SwapBuffers(hdc: ?win.HDC) callconv(WINAPI) bool;
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_sdlrenderer3.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_sdl3.h");
@cInclude("lib/imgui/cimgui_impl_sdlrenderer3.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const sdl = @cImport({
@cInclude("lib/SDL3/include/SDL.h");
@cInclude("lib/SDL3/include/SDL_opengl.h");
});
const ImVec4 = struct {
x: f32,
y: f32,
z: f32,
w: f32
};
pub fn main() void {
HideConsole();
_ = sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_TIMER | sdl.SDL_INIT_GAMEPAD);
_ = sdl.SDL_SetHint(sdl.SDL_HINT_IME_SHOW_UI, "1");
const window_flags: sdl.SDL_WindowFlags = sdl.SDL_WINDOW_RESIZABLE | sdl.SDL_WINDOW_HIGH_PIXEL_DENSITY | sdl.SDL_WINDOW_HIDDEN;
const window: *sdl.SDL_Window = sdl.SDL_CreateWindow("Dear ImGui SDL3_SDLRenderer example", 1280, 720, window_flags).?;
const renderer: *sdl.SDL_Renderer = sdl.SDL_CreateRenderer(window, null, sdl.SDL_RENDERER_PRESENTVSYNC | sdl.SDL_RENDERER_ACCELERATED).?;
_ = sdl.SDL_SetWindowPosition(window, sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED);
_ = sdl.SDL_ShowWindow(window);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
im.ImGui_StyleColorsDark(null);
const cwindow = @as(?*im.SDL_Window , @ptrCast(window));
const crenderer = @as(?*im.SDL_Renderer , @ptrCast(renderer));
_ = im.cImGui_ImplSDL3_InitForSDLRenderer(cwindow, crenderer);
_ = im.cImGui_ImplSDLRenderer3_Init(crenderer);
var show_demo_window: bool = true;
var show_another_window: bool = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = ImVec4{.x=0.45, .y=0.55, .z=0.60, .w=1.00};
var f: f32 = 0.0;
var counter: u16 = 0;
var event: sdl.SDL_Event = undefined;
const cevent = @as([*c]const im.SDL_Event , @ptrCast(&event));
var done: bool = false;
while (!done) {
while (sdl.SDL_PollEvent(&event) == 1) {
_ = im.cImGui_ImplSDL3_ProcessEvent(cevent);
if (event.type == sdl.SDL_EVENT_QUIT) {
done = true; }
if (event.type == sdl.SDL_EVENT_WINDOW_CLOSE_REQUESTED and
event.window.windowID == sdl.SDL_GetWindowID(window)) {
done = true; }
}
im.cImGui_ImplSDLRenderer3_NewFrame();
im.cImGui_ImplSDL3_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
_ = sdl.SDL_SetRenderDrawColor(renderer,
toU8(clear_color.x * 255), toU8(clear_color.y * 255),
toU8(clear_color.z * 255), toU8(clear_color.w * 255));
_ = sdl.SDL_RenderClear(renderer);
im.cImGui_ImplSDLRenderer3_RenderDrawData(im.ImGui_GetDrawData(), crenderer);
_ = sdl.SDL_RenderPresent(renderer);
}
im.cImGui_ImplSDLRenderer3_Shutdown();
im.cImGui_ImplSDL3_Shutdown();
im.ImGui_DestroyContext(null);
sdl.SDL_DestroyRenderer(renderer);
sdl.SDL_DestroyWindow(window);
sdl.SDL_Quit();
return;
}
fn toU8(value: f32) u8 {
return @as(u8, @intFromFloat(value));
}
fn HideConsole() void {
const BUF_TITLE = 1024;
var hwndFound: win.HWND = undefined;
var pszWindowTitle: [BUF_TITLE:0]win.CHAR = std.mem.zeroes([BUF_TITLE:0]win.CHAR);
_ = GetConsoleTitleA(&pszWindowTitle, BUF_TITLE);
hwndFound=FindWindowA(null, &pszWindowTitle);
_ = ShowWindow(hwndFound, SW_HIDE);
}
extern "kernel32" fn GetConsoleTitleA(
lpConsoleTitle: win.LPSTR,
nSize: win.DWORD,
) callconv(win.WINAPI) win.DWORD;
extern "kernel32" fn FindWindowA(
lpClassName: ?win.LPSTR,
lpWindowName: ?win.LPSTR,
) callconv(win.WINAPI) win.HWND;
const SW_HIDE = 0;
extern "user32" fn ShowWindow(
hWnd: win.HWND,
nCmdShow: win.INT
) callconv(WINAPI) void; |
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_sdl2_opengl2.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("SDL2");
exe.linkSystemLibrary("OpenGL32");
exe.addIncludePath( b.path("lib/imgui") );
exe.addIncludePath( b.path("lib/SDL2/include") );
exe.addIncludePath( b.path("lib/opengl") );
exe.addLibraryPath( b.path("lib/SDL2") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_sdl2.cpp",
"lib/imgui/cimgui_impl_opengl2.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_sdl2.cpp",
"lib/imgui/imgui_impl_opengl2.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_sdlrenderer2.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("SDL2");
exe.addIncludePath( b.path("lib/imgui") );
exe.addIncludePath( b.path("lib/opengl") );
exe.addIncludePath( b.path("lib/SDL2/include") );
exe.addLibraryPath( b.path("lib/SDL2") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_sdl2.cpp",
"lib/imgui/cimgui_impl_sdlrenderer2.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_sdl2.cpp",
"lib/imgui/imgui_impl_sdlrenderer2.cpp",
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_sdl3_opengl3.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("opengl32");
exe.linkSystemLibrary("SDL3");
exe.addIncludePath( b.path("lib/imgui") );
exe.addIncludePath( b.path("lib/SDL3/include") );
exe.addIncludePath( b.path("lib/opengl") );
exe.addLibraryPath( b.path("lib/SDL3") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_sdl3.cpp",
"lib/imgui/cimgui_impl_opengl3.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_sdl3.cpp",
"lib/imgui/imgui_impl_opengl3.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
b.installBinFile("lib/SDL3/SDL3.dll", "SDL3.dll");
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_opengl2.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("opengl32");
exe.addIncludePath( b.path("lib/cimgui") );
exe.addIncludePath( b.path("lib/cimgui/imgui") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_opengl2.cpp",
"lib/imgui/cimgui_impl_win32.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_win32.cpp",
"lib/imgui/imgui_impl_opengl2.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_sdlrenderer2.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
//NOTE Rename .vscode/Tasks_SDLRenderer2.json to .vscode/Tasks.json before use this renderer.
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_sdl2.h");
@cInclude("lib/imgui/cimgui_impl_sdlrenderer2.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const sdl = @cImport({
@cInclude("lib/SDL2/include/SDL.h");
});
const ImVec4 = struct {
x: f32,
y: f32,
z: f32,
w: f32
};
pub fn main() void {
HideConsole();
_ = sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_TIMER | sdl.SDL_INIT_GAMECONTROLLER);
_ = sdl.SDL_SetHint(sdl.SDL_HINT_IME_SHOW_UI, "1");
const window_flags: sdl.SDL_WindowFlags = sdl.SDL_WINDOW_RESIZABLE | sdl.SDL_WINDOW_ALLOW_HIGHDPI;
const window: *sdl.SDL_Window = sdl.SDL_CreateWindow("Dear ImGui SDL2_SDLRenderer example", sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags).?;
const renderer: *sdl.SDL_Renderer = sdl.SDL_CreateRenderer(window, -1, sdl.SDL_RENDERER_PRESENTVSYNC | sdl.SDL_RENDERER_ACCELERATED).?;
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
im.ImGui_StyleColorsDark(null);
const cwindow = @as(?*im.SDL_Window , @ptrCast(window));
const crenderer = @as(?*im.SDL_Renderer , @ptrCast(renderer));
_ = im.cImGui_ImplSDL2_InitForSDLRenderer(cwindow, crenderer);
_ = im.cImGui_ImplSDLRenderer2_Init(crenderer);
var show_demo_window: bool = true;
var show_another_window: bool = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = ImVec4{.x=0.45, .y=0.55, .z=0.60, .w=1.00};
var f: f32 = 0.0;
var counter: u16 = 0;
var event: sdl.SDL_Event = undefined;
const cevent = @as([*c]const im.SDL_Event , @ptrCast(&event));
var done: bool = false;
while (!done) {
while (sdl.SDL_PollEvent(&event) == 1) {
_ = im.cImGui_ImplSDL2_ProcessEvent(cevent);
if (event.type == sdl.SDL_QUIT) {
done = true; }
if (event.type == sdl.SDL_WINDOWEVENT and
event.window.event == sdl.SDL_WINDOWEVENT_CLOSE and
event.window.windowID == sdl.SDL_GetWindowID(window)) {
done = true; }
}
im.cImGui_ImplSDLRenderer2_NewFrame();
im.cImGui_ImplSDL2_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
_ = sdl.SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
_ = sdl.SDL_SetRenderDrawColor(renderer,
toU8(clear_color.x * 255), toU8(clear_color.y * 255),
toU8(clear_color.z * 255), toU8(clear_color.w * 255));
_ = sdl.SDL_RenderClear(renderer);
im.cImGui_ImplSDLRenderer2_RenderDrawData(im.ImGui_GetDrawData(), crenderer);
sdl.SDL_RenderPresent(renderer);
}
im.cImGui_ImplSDLRenderer2_Shutdown();
im.cImGui_ImplSDL2_Shutdown();
im.ImGui_DestroyContext(null);
sdl.SDL_DestroyRenderer(renderer);
sdl.SDL_DestroyWindow(window);
sdl.SDL_Quit();
return;
}
fn toU8(value: f32) u8 {
return @as(u8, @intFromFloat(value));
}
fn HideConsole() void {
const BUF_TITLE = 1024;
var hwndFound: win.HWND = undefined;
var pszWindowTitle: [BUF_TITLE:0]win.CHAR = std.mem.zeroes([BUF_TITLE:0]win.CHAR);
_ = GetConsoleTitleA(&pszWindowTitle, BUF_TITLE);
hwndFound=FindWindowA(null, &pszWindowTitle);
_ = ShowWindow(hwndFound, SW_HIDE);
}
extern "kernel32" fn GetConsoleTitleA(
lpConsoleTitle: win.LPSTR,
nSize: win.DWORD,
) callconv(win.WINAPI) win.DWORD;
extern "kernel32" fn FindWindowA(
lpClassName: ?win.LPSTR,
lpWindowName: ?win.LPSTR,
) callconv(win.WINAPI) win.HWND;
const SW_HIDE = 0;
extern "user32" fn ShowWindow(
hWnd: win.HWND,
nCmdShow: win.INT
) callconv(WINAPI) void; |
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/BaseImGui.rc | #include "windows.h"
IDI_ICON1 ICON "BaseImGui.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x1L
FILEOS 0x4L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904e4"
BEGIN
VALUE "CompanyName", "BaseImGui"
VALUE "FileDescription", "BaseImGui"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "BaseImGui.exe"
VALUE "LegalCopyright", "Copyleft(c) Created by DarknessFX, http://dfx.lv/ , @DrkFX."
VALUE "OriginalFilename", "BaseImGui.exe"
VALUE "ProductName", "BaseImGui"
VALUE "ProductVersion", "1.0.0.0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1252
END
END
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build_opengl3.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("opengl32");
exe.addIncludePath( b.path("lib/cimgui") );
exe.addIncludePath( b.path("lib/cimgui/imgui") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_opengl3.cpp",
"lib/imgui/cimgui_impl_win32.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_win32.cpp",
"lib/imgui/imgui_impl_opengl3.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/build.zig | const std = @import("std");
pub fn build(b: *std.Build) void {
//Build
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const projectname = "BaseImGui";
const rootfile = "main.zig";
const exe = b.addExecutable(.{
.name = projectname,
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
exe.addWin32ResourceFile(.{
.file = b.path(projectname ++ ".rc"),
.flags = &.{"/c65001"}, // UTF-8 codepage
});
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("dwmapi");
exe.linkSystemLibrary("opengl32");
exe.addIncludePath( b.path("lib/cimgui") );
exe.addIncludePath( b.path("lib/cimgui/imgui") );
const c_srcs = .{
"lib/imgui/cimgui.cpp",
"lib/imgui/cimgui_impl_opengl2.cpp",
"lib/imgui/cimgui_impl_win32.cpp",
"lib/imgui/cimgui_memory_editor.cpp",
"lib/imgui/imgui.cpp",
"lib/imgui/imgui_widgets.cpp",
"lib/imgui/imgui_draw.cpp",
"lib/imgui/imgui_tables.cpp",
"lib/imgui/imgui_demo.cpp",
"lib/imgui/imgui_impl_win32.cpp",
"lib/imgui/imgui_impl_opengl2.cpp"
};
inline for (c_srcs) |c_cpp| {
exe.addCSourceFile(.{
.file = b.path(c_cpp),
.flags = &.{ }
});
}
exe.linkLibCpp();
switch (optimize) {
.Debug => b.exe_dir = "bin/Debug",
.ReleaseSafe => b.exe_dir = "bin/ReleaseSafe",
.ReleaseFast => b.exe_dir = "bin/ReleaseFast",
.ReleaseSmall => b.exe_dir = "bin/ReleaseSmall",
//else => b.exe_dir = "bin/Else",
}
b.installArtifact(exe);
//Run
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
//Tests
const unit_tests = b.addTest(.{
.root_source_file = b.path(rootfile),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_opengl2.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_opengl2.h");
@cInclude("lib/imgui/cimgui_impl_win32.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const gl = @cImport({
@cInclude("lib/opengl/gl.h");
});
var wnd: win.HWND = undefined;
const wnd_title = L("BaseImGui OpenGL2");
var wnd_size: win.RECT = .{ .left = 0, .top = 0, .right = 1200, .bottom = 800 };
var wnd_dc: win.HDC = undefined;
var wnd_dpi: win.UINT = 0;
var wnd_hRC: win.HGLRC = undefined;
const WGL_WindowData = struct { hDC: gl.HDC };
var gl_HWND: gl.HWND = undefined;
var g_hRC: gl.HGLRC = undefined;
var g_MainWindow: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
var g_width: i16 = 1200;
var g_height: i16 = 800;
const ImVec4 = struct { x: f32, y: f32, w: f32, z: f32 };
pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
_ = hPrevInstance;
_ = pCmdLine;
CreateWindow(hInstance);
defer _ = ReleaseDC(wnd, wnd_dc);
defer _ = UnregisterClassW(wnd_title, hInstance);
defer _ = DestroyWindow(wnd);
@setRuntimeSafety(false);
gl_HWND = @as(gl.HWND, @alignCast(@ptrCast(wnd)));
@setRuntimeSafety(true);
_ = CreateDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
_ = ShowWindow(wnd, nCmdShow);
_ = UpdateWindow(wnd);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
_ = im.cImGui_ImplWin32_InitForOpenGL(wnd);
_ = im.cImGui_ImplOpenGL2_Init();
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
var platform_io: *im.struct_ImGuiPlatformIO_t = im.ImGui_GetPlatformIO();
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
var show_demo_window = true;
var show_another_window = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = .{ .x = 0.45, .y = 0.55, .w = 0.60, .z = 1.00 };
var f: f32 = 0.0;
var counter: u16 = 0;
var done = false;
var msg: MSG = std.mem.zeroes(MSG);
while (!done) {
while (PeekMessageA(&msg, null, 0, 0, PM_REMOVE) != 0) {
_ = TranslateMessage(&msg);
_ = DispatchMessageW(&msg);
if (msg.message == WM_QUIT) {
done = true;
}
}
if (done) break;
im.cImGui_ImplOpenGL2_NewFrame();
im.cImGui_ImplWin32_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
gl.glViewport(0, 0, g_width, g_height);
gl.glClearColor(clear_color.x, clear_color.y, clear_color.w, clear_color.z);
gl.glClear(gl.GL_COLOR_BUFFER_BIT);
im.cImGui_ImplOpenGL2_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
_ = gl.SwapBuffers(g_MainWindow.hDC);
}
im.cImGui_ImplOpenGL2_Shutdown();
im.cImGui_ImplWin32_Shutdown();
im.ImGui_DestroyContext(null);
CleanupDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglDeleteContext(g_hRC);
return 0;
}
pub extern fn cImGui_ImplWin32_WndProcHandler(hWnd: win.HWND, msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(.C) win.LRESULT;
fn WindowProc(hWnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT {
if (cImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam) != 0) {
return 1;
}
switch (uMsg) {
WM_DESTROY => {
PostQuitMessage(0);
return 0;
},
WM_PAINT => {
var ps: PAINTSTRUCT = undefined;
const hdc: HDC = BeginPaint(hWnd, &ps) orelse undefined;
_ = FillRect(hdc, &ps.rcPaint, @ptrFromInt(COLOR_WINDOW + 1));
_ = EndPaint(hWnd, &ps);
},
WM_SIZE => {
wnd_size.right = @as(i32, @intCast(LOWORD(lParam)));
wnd_size.bottom = @as(i32, @intCast(HIWORD(lParam)));
},
WM_KEYDOWN, WM_SYSKEYDOWN => {
switch (wParam) {
VK_ESCAPE => { //SHIFT+ESC = EXIT
if (GetAsyncKeyState(VK_LSHIFT) & 0x01 == 1) {
PostQuitMessage(0);
return 0;
}
},
else => {},
}
},
else => _ = .{},
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
fn CreateWindow(hInstance: win.HINSTANCE) void {
const wnd_class: WNDCLASSEXW = .{
.cbSize = @sizeOf(WNDCLASSEXW),
.style = CS_DBLCLKS | CS_OWNDC,
.lpfnWndProc = WindowProc,
.cbClsExtra = 0,
.cbWndExtra = 0,
.hInstance = hInstance,
.hIcon = null,
.hCursor = LoadCursorW(null, IDC_ARROW),
.hbrBackground = null,
.lpszMenuName = null,
.lpszClassName = wnd_title,
.hIconSm = null,
};
_ = RegisterClassExW(&wnd_class);
_ = AdjustWindowRectEx(&wnd_size, WS_OVERLAPPEDWINDOW, win.FALSE, WS_EX_APPWINDOW | WS_EX_WINDOWEDGE);
wnd = CreateWindowExW(WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, wnd_title, wnd_title, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, null, null, hInstance, null).?;
wnd_dc = GetDC(wnd).?;
const dpi = GetDpiForWindow(wnd);
const xCenter = @divFloor(GetSystemMetricsForDpi(SM_CXSCREEN, dpi), 2);
const yCenter = @divFloor(GetSystemMetricsForDpi(SM_CYSCREEN, dpi), 2);
wnd_size.left = xCenter - @divFloor(g_width, 2);
wnd_size.top = yCenter - @divFloor(g_height, 2);
wnd_size.right = wnd_size.left + @divFloor(g_width, 2);
wnd_size.bottom = wnd_size.top + @divFloor(g_height, 2);
_ = SetWindowPos(wnd, null, wnd_size.left, wnd_size.top, wnd_size.right, wnd_size.bottom, SWP_NOCOPYBITS);
}
fn CreateDeviceWGL(hWnd: win.HWND, data: *WGL_WindowData) bool {
const hDc = GetDC(hWnd).?;
var pfd: PIXELFORMATDESCRIPTOR = std.mem.zeroes(PIXELFORMATDESCRIPTOR);
const pfd_size = @sizeOf(PIXELFORMATDESCRIPTOR);
pfd.nSize = pfd_size;
pfd.nVersion = 1;
pfd.dwFlags = gl.PFD_DRAW_TO_WINDOW | gl.PFD_SUPPORT_OPENGL | gl.PFD_DOUBLEBUFFER;
pfd.iPixelType = gl.PFD_TYPE_RGBA;
pfd.cColorBits = 32;
const pf = ChoosePixelFormat(hDc, &pfd);
if (pf == 0) {
return false;
}
if (SetPixelFormat(hDc, pf, &pfd) == false) {
return false;
}
_ = ReleaseDC(hWnd, hDc);
@setRuntimeSafety(false);
const glhwnd = @as(gl.HWND, @alignCast(@ptrCast(hWnd)));
@setRuntimeSafety(true);
data.hDC = gl.GetDC(glhwnd);
if (g_hRC == null) {
g_hRC = gl.wglCreateContext(data.hDC);
}
return true;
}
fn CleanupDeviceWGL(hWnd: win.HWND, data: *WGL_WindowData) void {
_ = hWnd;
_ = data;
_ = gl.wglMakeCurrent(null, null);
}
fn Hook_Renderer_CreateWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.PlatformHandle != null and viewport.*.RendererUserData == null) {
var data: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
_ = CreateDeviceWGL(@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)), &data);
viewport.*.RendererUserData = &data;
}
}
fn Hook_Renderer_DestroyWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.RendererUserData != null) {
CleanupDeviceWGL(@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)), @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?))));
viewport.*.RendererUserData = null;
}
}
fn Hook_Platform_RenderWindow(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = gl.wglMakeCurrent(data.hDC, g_hRC);
}
}
fn Hook_Renderer_SwapBuffers(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = SwapBuffers(@as(win.HDC, @alignCast(@ptrCast(data.hDC))));
}
}
// Fix for libc linking error.
pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow);
}
fn LOWORD(l: win.LONG_PTR) win.UINT {
return @as(u32, @intCast(l)) & 0xFFFF;
}
fn HIWORD(l: win.LONG_PTR) win.UINT {
return (@as(u32, @intCast(l)) >> 16) & 0xFFFF;
}
const WM_QUIT = 0x0012;
const WM_DESTROY = 0x0002;
const WM_SIZE = 0x0005;
const WM_PAINT = 0x000F;
const WM_KEYDOWN = 0x0100;
const WM_SYSKEYDOWN = 0x0104;
const VK_ESCAPE = 27;
const VK_LSHIFT = 160;
const COLOR_WINDOW = 5;
const CS_DBLCLKS = 0x0008;
const CS_OWNDC = 0x0020;
const CW_USEDEFAULT: i32 = @bitCast(@as(u32, 0x80000000));
const WS_OVERLAPPED = 0x00000000;
const WS_POPUP = 0x80000000;
const WS_CHILD = 0x40000000;
const WS_MINIMIZE = 0x20000000;
const WS_VISIBLE = 0x10000000;
const WS_DISABLED = 0x08000000;
const WS_CLIPSIBLINGS = 0x04000000;
const WS_CLIPCHILDREN = 0x02000000;
const WS_MAXIMIZE = 0x01000000;
const WS_CAPTION = WS_BORDER | WS_DLGFRAME;
const WS_BORDER = 0x00800000;
const WS_DLGFRAME = 0x00400000;
const WS_VSCROLL = 0x00200000;
const WS_HSCROLL = 0x00100000;
const WS_SYSMENU = 0x00080000;
const WS_THICKFRAME = 0x00040000;
const WS_GROUP = 0x00020000;
const WS_TABSTOP = 0x00010000;
const WS_MINIMIZEBOX = 0x00020000;
const WS_MAXIMIZEBOX = 0x00010000;
const WS_TILED = WS_OVERLAPPED;
const WS_ICONIC = WS_MINIMIZE;
const WS_SIZEBOX = WS_THICKFRAME;
const WS_TILEDWINDOW = WS_OVERLAPPEDWINDOW;
const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
const WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU;
const WS_CHILDWINDOW = WS_CHILD;
const WS_EX_DLGMODALFRAME = 0x00000001;
const WS_EX_NOPARENTNOTIFY = 0x00000004;
const WS_EX_TOPMOST = 0x00000008;
const WS_EX_ACCEPTFILES = 0x00000010;
const WS_EX_TRANSPARENT = 0x00000020;
const WS_EX_MDICHILD = 0x00000040;
const WS_EX_TOOLWINDOW = 0x00000080;
const WS_EX_WINDOWEDGE = 0x00000100;
const WS_EX_CLIENTEDGE = 0x00000200;
const WS_EX_CONTEXTHELP = 0x00000400;
const WS_EX_RIGHT = 0x00001000;
const WS_EX_LEFT = 0x00000000;
const WS_EX_RTLREADING = 0x00002000;
const WS_EX_LTRREADING = 0x00000000;
const WS_EX_LEFTSCROLLBAR = 0x00004000;
const WS_EX_RIGHTSCROLLBAR = 0x00000000;
const WS_EX_CONTROLPARENT = 0x00010000;
const WS_EX_STATICEDGE = 0x00020000;
const WS_EX_APPWINDOW = 0x00040000;
const WS_EX_LAYERED = 0x00080000;
const WS_EX_OVERLAPPEDWINDOW = WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE;
const WS_EX_PALETTEWINDOW = WS_EX_WINDOWEDGE | WS_EX_TOOLWINDOW | WS_EX_TOPMOST;
pub const HDC = *opaque {};
pub const HBRUSH = *opaque {};
pub const PAINTSTRUCT = extern struct { hdc: HDC, fErase: win.BOOL, rcPaint: win.RECT, fRestore: win.BOOL, fIncUpdate: win.BOOL, rgbReserved: [32]win.BYTE };
pub const WNDCLASSEXW = extern struct {
cbSize: win.UINT = @sizeOf(WNDCLASSEXW),
style: win.UINT,
lpfnWndProc: WNDPROC,
cbClsExtra: i32 = 0,
cbWndExtra: i32 = 0,
hInstance: win.HINSTANCE,
hIcon: ?win.HICON,
hCursor: ?win.HCURSOR,
hbrBackground: ?HBRUSH,
lpszMenuName: ?[*:0]const u16,
lpszClassName: [*:0]const u16,
hIconSm: ?win.HICON,
};
pub const WNDPROC = *const fn (hwnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub const MSG = extern struct {
hWnd: ?win.HWND,
message: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM,
time: win.DWORD,
pt: win.POINT,
lPrivate: win.DWORD,
};
pub extern "user32" fn BeginPaint(
hWnd: ?win.HWND,
lpPaint: ?*PAINTSTRUCT,
) callconv(WINAPI) ?HDC;
pub extern "user32" fn FillRect(hDC: ?HDC, lprc: ?*const win.RECT, hbr: ?HBRUSH) callconv(WINAPI) win.INT;
pub extern "user32" fn EndPaint(hWnd: win.HWND, lpPaint: *const PAINTSTRUCT) callconv(WINAPI) win.BOOL;
pub extern "gdi32" fn TextOutW(hDC: ?HDC, x: win.INT, y: win.INT, lpString: win.LPCWSTR, c: win.INT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetAsyncKeyState(nKey: c_int) callconv(WINAPI) win.INT;
const IDC_ARROW: win.LONG = 32512;
pub extern "user32" fn LoadCursorW(
hInstance: ?win.HINSTANCE,
lpCursorName: win.LONG,
) callconv(WINAPI) win.HCURSOR;
// _ = win.MessageBoxA(null, "Sample text.", "Title", win.MB_OK);
// _ = OutputDebugStringA("\x1b[31mRed\x1b[0m");
pub extern "kernel32" fn OutputDebugStringA(lpOutputString: win.LPCSTR) callconv(WINAPI) win.INT;
pub extern "user32" fn GetWindowRect(hWnd: win.HWND, lpRect: *win.RECT) callconv(WINAPI) win.INT;
pub const SM_CXSCREEN = 0;
pub const SM_CYSCREEN = 1;
pub extern "user32" fn GetSystemMetricsForDpi(nIndex: win.INT, dpi: win.UINT) callconv(WINAPI) win.INT;
pub extern "user32" fn GetDpiForWindow(
hWnd: win.HWND,
) callconv(WINAPI) win.UINT;
pub const SWP_NOCOPYBITS = 0x0100;
pub extern "user32" fn SetWindowPos(
hWnd: win.HWND,
hWndInsertAfter: ?win.HWND,
X: win.INT,
Y: win.INT,
cx: win.INT,
cy: win.INT,
uFlags: win.UINT,
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetClientRect(hWnd: win.HWND, lpRect: *win.RECT) callconv(WINAPI) win.UINT;
pub extern "user32" fn DestroyWindow(hWnd: win.HWND) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UnregisterClassW(lpClassName: [*:0]const u16, hInstance: win.HINSTANCE) callconv(WINAPI) win.BOOL;
pub extern "user32" fn ReleaseDC(hWnd: ?win.HWND, hDC: win.HDC) callconv(WINAPI) i32;
pub extern "user32" fn ShowWindow(hWnd: win.HWND, nCmdShow: i32) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UpdateWindow(hWnd: win.HWND) callconv(WINAPI) win.BOOL;
pub const PM_REMOVE = 0x0001;
pub extern "user32" fn PeekMessageA(lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT, wRemoveMsg: win.UINT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn TranslateMessage(lpMsg: *const MSG) callconv(WINAPI) win.BOOL;
pub extern "user32" fn DispatchMessageW(lpMsg: *const MSG) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn PostQuitMessage(nExitCode: i32) callconv(WINAPI) void;
pub extern "user32" fn RegisterClassExW(*const WNDCLASSEXW) callconv(WINAPI) win.ATOM;
pub extern "user32" fn AdjustWindowRectEx(lpRect: *win.RECT, dwStyle: win.DWORD, bMenu: win.BOOL, dwExStyle: win.DWORD) callconv(WINAPI) win.BOOL;
pub extern "user32" fn CreateWindowExW(dwExStyle: win.DWORD, lpClassName: [*:0]const u16, lpWindowName: [*:0]const u16, dwStyle: win.DWORD, X: i32, Y: i32, nWidth: i32, nHeight: i32, hWindParent: ?win.HWND, hMenu: ?win.HMENU, hInstance: win.HINSTANCE, lpParam: ?win.LPVOID) callconv(WINAPI) ?win.HWND;
pub extern "user32" fn DefWindowProcW(hWnd: win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn GetDC(hWnd: ?win.HWND) callconv(WINAPI) ?win.HDC;
pub const PIXELFORMATDESCRIPTOR = extern struct {
nSize: win.WORD = @sizeOf(PIXELFORMATDESCRIPTOR),
nVersion: win.WORD,
dwFlags: win.DWORD,
iPixelType: win.BYTE,
cColorBits: win.BYTE,
cRedBits: win.BYTE,
cRedShift: win.BYTE,
cGreenBits: win.BYTE,
cGreenShift: win.BYTE,
cBlueBits: win.BYTE,
cBlueShift: win.BYTE,
cAlphaBits: win.BYTE,
cAlphaShift: win.BYTE,
cAccumBits: win.BYTE,
cAccumRedBits: win.BYTE,
cAccumGreenBits: win.BYTE,
cAccumBlueBits: win.BYTE,
cAccumAlphaBits: win.BYTE,
cDepthBits: win.BYTE,
cStencilBits: win.BYTE,
cAuxBuffers: win.BYTE,
iLayerType: win.BYTE,
bReserved: win.BYTE,
dwLayerMask: win.DWORD,
dwVisibleMask: win.DWORD,
dwDamageMask: win.DWORD,
};
pub extern "gdi32" fn SetPixelFormat(
hdc: ?win.HDC,
format: win.INT,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) bool;
pub extern "gdi32" fn ChoosePixelFormat(
hdc: ?win.HDC,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) win.INT;
pub extern "gdi32" fn SwapBuffers(hdc: ?win.HDC) callconv(WINAPI) bool;
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_directx11.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_workbench/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_dx11.h");
@cInclude("lib/imgui/cimgui_impl_win32.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const dx = @cImport({
@cInclude("lib/DX11/DX11.h");
});
var wnd: win.HWND = undefined;
const wnd_title = L("BaseImGui DirectX11");
var wnd_size: win.RECT = .{ .left=0, .top=0, .right=1280, .bottom=720 };
var wnd_dc: win.HDC = undefined;
var wnd_dpi: win.UINT = 0;
var wnd_hRC: win.HGLRC = undefined;
var g_width: win.INT = 1280;
var g_height: win.INT = 720;
var g_ResizeWidth: win.UINT = 0;
var g_ResizeHeight: win.UINT = 0;
var g_pd3dDevice: ?*dx.ID3D11Device = null;
var g_pd3dDeviceContext: ?*dx.ID3D11DeviceContext = null;
var g_pSwapChain: ?*dx.IDXGISwapChain = null;
var g_mainRenderTargetView: ?*dx.ID3D11RenderTargetView = null;
const ImVec4 = struct {
x: f32,
y: f32,
w: f32,
z: f32
};
pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
_ = hPrevInstance;
_ = pCmdLine;
CreateWindow(hInstance);
defer _ = ReleaseDC(wnd, wnd_dc);
defer _ = UnregisterClassW(wnd_title, hInstance);
defer _ = DestroyWindow(wnd);
if (!CreateDeviceD3D(wnd)) {
CleanupDeviceD3D();
return 1;
}
_ = ShowWindow(wnd, nCmdShow);
_ = UpdateWindow(wnd);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
_ = im.cImGui_ImplWin32_Init(wnd);
_ = im.cImGui_ImplDX11_Init(
@as(?*im.ID3D11Device, @ptrCast(g_pd3dDevice)),
@as(?*im.ID3D11DeviceContext, @ptrCast(g_pd3dDeviceContext))
);
var show_demo_window = true;
var show_another_window = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = .{ .x=0.45, .y=0.55, .w=0.60, .z=1.00 };
var f: f32 = 0.0;
var counter: u16 = 0;
var done = false;
var msg: MSG = std.mem.zeroes(MSG);
while (!done)
{
while (PeekMessageA(&msg, null, 0, 0, PM_REMOVE) != 0) {
_ = TranslateMessage(&msg);
_ = DispatchMessageW(&msg);
if (msg.message == WM_QUIT) { done = true; }
}
if (done) break;
if (g_ResizeWidth != 0 and g_ResizeHeight != 0) {
CleanupRenderTarget();
_ = g_pSwapChain.?.lpVtbl.*.ResizeBuffers.?(g_pSwapChain, 0, g_ResizeWidth, g_ResizeHeight, dx.DXGI_FORMAT_UNKNOWN, 0);
g_ResizeWidth = 0; g_ResizeHeight = 0;
CreateRenderTarget();
}
im.cImGui_ImplDX11_NewFrame();
im.cImGui_ImplWin32_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
g_pd3dDeviceContext.?.lpVtbl.*.OMSetRenderTargets.?(g_pd3dDeviceContext, 1, &g_mainRenderTargetView, null);
g_pd3dDeviceContext.?.lpVtbl.*.ClearRenderTargetView.?(g_pd3dDeviceContext, g_mainRenderTargetView, @as([*c]f32, &clear_color.x));
im.cImGui_ImplDX11_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
}
_ = g_pSwapChain.?.lpVtbl.*.Present.?(g_pSwapChain, 1, 0);
}
im.cImGui_ImplDX11_Shutdown();
im.cImGui_ImplWin32_Shutdown();
im.ImGui_DestroyContext(null);
CleanupDeviceD3D();
return 0;
}
// DIRECTX 11
fn CreateDeviceD3D(hWnd: win.HWND) bool {
var sd = std.mem.zeroes(dx.DXGI_SWAP_CHAIN_DESC);
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = dx.DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = dx.DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = dx.DXGI_USAGE_RENDER_TARGET_OUTPUT;
@setRuntimeSafety(false);
sd.OutputWindow = @as(dx.HWND, @alignCast(@ptrCast(hWnd)));
@setRuntimeSafety(true);
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = dx.TRUE;
sd.SwapEffect = dx.DXGI_SWAP_EFFECT_DISCARD;
const createDeviceFlags: dx.UINT = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
var featureLevel: dx.D3D_FEATURE_LEVEL = undefined;
const featureLevelArray = &[_]dx.D3D_FEATURE_LEVEL{
dx.D3D_FEATURE_LEVEL_11_0,
dx.D3D_FEATURE_LEVEL_10_0
};
var res: dx.HRESULT = dx.D3D11CreateDeviceAndSwapChain(null, dx.D3D_DRIVER_TYPE_HARDWARE,
null, createDeviceFlags, featureLevelArray, 2,
dx.D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice,
&featureLevel, &g_pd3dDeviceContext);
if (res == dx.DXGI_ERROR_UNSUPPORTED) { // Try high-performance WARP software driver if hardware is not available.
res = dx.D3D11CreateDeviceAndSwapChain(null, dx.D3D_DRIVER_TYPE_WARP,
null, createDeviceFlags, featureLevelArray, 2,
dx.D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice,
&featureLevel, &g_pd3dDeviceContext);
}
if (res != dx.S_OK)
return false;
CreateRenderTarget();
return true;
}
fn CleanupDeviceD3D() void {
CleanupRenderTarget();
_ = g_pSwapChain.?.lpVtbl.*.Release.?(g_pSwapChain);
_ = g_pd3dDeviceContext.?.lpVtbl.*.Release.?(g_pd3dDeviceContext);
_ = g_pd3dDevice.?.lpVtbl.*.Release.?(g_pd3dDevice);
g_pSwapChain = null;
g_pd3dDeviceContext = null;
g_pd3dDevice = null;
}
fn CreateRenderTarget() void {
var pBackBuffer: ?*dx.ID3D11Texture2D = null;
_ = g_pSwapChain.?.lpVtbl.*.GetBuffer.?(g_pSwapChain, 0, &dx.IID_ID3D11Texture2D, @as([*c]?*anyopaque, @ptrCast(&pBackBuffer)));
_ = g_pd3dDevice.?.lpVtbl.*.CreateRenderTargetView.?(g_pd3dDevice, @as([*c]dx.ID3D11Resource, @ptrCast(pBackBuffer.?)), null, &g_mainRenderTargetView);
_ = pBackBuffer.?.lpVtbl.*.Release.?(pBackBuffer);
}
fn CleanupRenderTarget() void {
if (g_mainRenderTargetView) |mRTV| {
_ = mRTV.lpVtbl.*.Release.?(g_mainRenderTargetView);
g_mainRenderTargetView = null;
}
}
pub extern fn cImGui_ImplWin32_WndProcHandler(
hWnd: win.HWND,
msg: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM
) callconv(.C) win.LRESULT;
fn WindowProc( hWnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM ) callconv(WINAPI) win.LRESULT {
if (cImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam) != 0) { return 1; }
switch (uMsg) {
WM_DESTROY => {
PostQuitMessage(0);
return 0;
},
WM_PAINT => {
var ps: PAINTSTRUCT = undefined;
const hdc: HDC = BeginPaint(hWnd, &ps) orelse undefined;
_ = FillRect(hdc, &ps.rcPaint, @ptrFromInt(COLOR_WINDOW+1));
_ = EndPaint(hWnd, &ps);
},
WM_SIZE => {
g_ResizeWidth = LOWORD(lParam);
g_ResizeHeight = HIWORD(lParam);
},
WM_KEYDOWN,
WM_SYSKEYDOWN => {
switch (wParam) {
VK_ESCAPE => { //SHIFT+ESC = EXIT
if (GetAsyncKeyState(VK_LSHIFT) & 0x01 == 1) {
PostQuitMessage(0);
return 0;
}
},
else => {}
}
},
WM_DPICHANGED => {
if (im.ImGui_GetIO().*.ConfigFlags & im.ImGuiConfigFlags_DpiEnableScaleViewports != 0) {
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const suggested_rect: *win.RECT = @as(*win.RECT, @constCast(@ptrCast(&lParam)));
_ = SetWindowPos(hWnd, null, suggested_rect.left, suggested_rect.top,
suggested_rect.right - suggested_rect.left, suggested_rect.bottom - suggested_rect.top,
SWP_NOZORDER | SWP_NOACTIVATE);
}
},
else => _=.{},
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
fn CreateWindow(hInstance: win.HINSTANCE) void {
const wnd_class: WNDCLASSEXW = .{
.cbSize = @sizeOf(WNDCLASSEXW),
.style = CS_DBLCLKS | CS_OWNDC,
.lpfnWndProc = WindowProc,
.cbClsExtra = 0,
.cbWndExtra = 0,
.hInstance = hInstance,
.hIcon = null,
.hCursor = LoadCursorW(null, IDC_ARROW),
.hbrBackground = null,
.lpszMenuName = null,
.lpszClassName = wnd_title,
.hIconSm = null,
};
_ = RegisterClassExW(&wnd_class);
_ = AdjustWindowRectEx(&wnd_size, WS_OVERLAPPEDWINDOW, win.FALSE, WS_EX_APPWINDOW | WS_EX_WINDOWEDGE);
wnd = CreateWindowExW(
WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, wnd_title, wnd_title, WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, 0, 0,
null, null, hInstance, null).?;
wnd_dc = GetDC(wnd).?;
const dpi = GetDpiForWindow(wnd);
const xCenter = @divFloor(GetSystemMetricsForDpi(SM_CXSCREEN, dpi), 2);
const yCenter = @divFloor(GetSystemMetricsForDpi(SM_CYSCREEN, dpi), 2);
wnd_size.left = xCenter - @divFloor(g_width, 2);
wnd_size.top = yCenter - @divFloor(g_height, 2);
wnd_size.right = wnd_size.left + @divFloor(g_width, 2);
wnd_size.bottom = wnd_size.top + @divFloor(g_height, 2);
_ = SetWindowPos( wnd, null, wnd_size.left, wnd_size.top, wnd_size.right, wnd_size.bottom, SWP_NOCOPYBITS );
}
// Fix for libc linking error.
pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow);
}
fn LOWORD(l: win.LONG_PTR) win.UINT { return @as(u32, @intCast(l)) & 0xFFFF; }
fn HIWORD(l: win.LONG_PTR) win.UINT { return (@as(u32, @intCast(l)) >> 16) & 0xFFFF; }
const WM_QUIT = 0x0012;
const WM_DESTROY = 0x0002;
const WM_SIZE = 0x0005;
const WM_PAINT = 0x000F;
const WM_KEYDOWN = 0x0100;
const WM_SYSKEYDOWN = 0x0104;
const WM_DPICHANGED = 0x02E0;
const VK_ESCAPE = 27;
const VK_LSHIFT = 160;
const COLOR_WINDOW = 5;
const CS_DBLCLKS = 0x0008;
const CS_OWNDC = 0x0020;
const CW_USEDEFAULT: i32 = @bitCast(@as(u32, 0x80000000));
const WS_OVERLAPPED = 0x00000000;
const WS_POPUP = 0x80000000;
const WS_CHILD = 0x40000000;
const WS_MINIMIZE = 0x20000000;
const WS_VISIBLE = 0x10000000;
const WS_DISABLED = 0x08000000;
const WS_CLIPSIBLINGS = 0x04000000;
const WS_CLIPCHILDREN = 0x02000000;
const WS_MAXIMIZE = 0x01000000;
const WS_CAPTION = WS_BORDER | WS_DLGFRAME;
const WS_BORDER = 0x00800000;
const WS_DLGFRAME = 0x00400000;
const WS_VSCROLL = 0x00200000;
const WS_HSCROLL = 0x00100000;
const WS_SYSMENU = 0x00080000;
const WS_THICKFRAME = 0x00040000;
const WS_GROUP = 0x00020000;
const WS_TABSTOP = 0x00010000;
const WS_MINIMIZEBOX = 0x00020000;
const WS_MAXIMIZEBOX = 0x00010000;
const WS_TILED = WS_OVERLAPPED;
const WS_ICONIC = WS_MINIMIZE;
const WS_SIZEBOX = WS_THICKFRAME;
const WS_TILEDWINDOW = WS_OVERLAPPEDWINDOW;
const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
const WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU;
const WS_CHILDWINDOW = WS_CHILD;
const WS_EX_DLGMODALFRAME = 0x00000001;
const WS_EX_NOPARENTNOTIFY = 0x00000004;
const WS_EX_TOPMOST = 0x00000008;
const WS_EX_ACCEPTFILES = 0x00000010;
const WS_EX_TRANSPARENT = 0x00000020;
const WS_EX_MDICHILD = 0x00000040;
const WS_EX_TOOLWINDOW = 0x00000080;
const WS_EX_WINDOWEDGE = 0x00000100;
const WS_EX_CLIENTEDGE = 0x00000200;
const WS_EX_CONTEXTHELP = 0x00000400;
const WS_EX_RIGHT = 0x00001000;
const WS_EX_LEFT = 0x00000000;
const WS_EX_RTLREADING = 0x00002000;
const WS_EX_LTRREADING = 0x00000000;
const WS_EX_LEFTSCROLLBAR = 0x00004000;
const WS_EX_RIGHTSCROLLBAR = 0x00000000;
const WS_EX_CONTROLPARENT = 0x00010000;
const WS_EX_STATICEDGE = 0x00020000;
const WS_EX_APPWINDOW = 0x00040000;
const WS_EX_LAYERED = 0x00080000;
const WS_EX_OVERLAPPEDWINDOW = WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE;
const WS_EX_PALETTEWINDOW = WS_EX_WINDOWEDGE | WS_EX_TOOLWINDOW | WS_EX_TOPMOST;
const SWP_NOZORDER = 0x0004;
const SWP_NOACTIVATE = 0x0010;
pub const HDC = *opaque{};
pub const HBRUSH = *opaque{};
pub const PAINTSTRUCT = extern struct {
hdc: HDC,
fErase: win.BOOL,
rcPaint: win.RECT,
fRestore: win.BOOL,
fIncUpdate: win.BOOL,
rgbReserved: [32]win.BYTE
};
pub const WNDCLASSEXW = extern struct {
cbSize: win.UINT = @sizeOf(WNDCLASSEXW),
style: win.UINT,
lpfnWndProc: WNDPROC,
cbClsExtra: i32 = 0,
cbWndExtra: i32 = 0,
hInstance: win.HINSTANCE,
hIcon: ?win.HICON,
hCursor: ?win.HCURSOR,
hbrBackground: ?HBRUSH,
lpszMenuName: ?[*:0]const u16,
lpszClassName: [*:0]const u16,
hIconSm: ?win.HICON,
};
pub const WNDPROC = *const fn (
hwnd: win.HWND,
uMsg: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM
) callconv(WINAPI) win.LRESULT;
pub const MSG = extern struct {
hWnd: ?win.HWND,
message: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM,
time: win.DWORD,
pt: win.POINT,
lPrivate: win.DWORD,
};
pub extern "user32" fn BeginPaint(
hWnd: ?win.HWND,
lpPaint: ?*PAINTSTRUCT,
) callconv(WINAPI) ?HDC;
pub extern "user32" fn FillRect(
hDC: ?HDC,
lprc: ?*const win.RECT,
hbr: ?HBRUSH
) callconv(WINAPI) win.INT;
pub extern "user32" fn EndPaint(
hWnd: win.HWND,
lpPaint: *const PAINTSTRUCT
) callconv(WINAPI) win.BOOL;
pub extern "gdi32" fn TextOutW(
hDC: ?HDC,
x: win.INT,
y: win.INT,
lpString: win.LPCWSTR,
c: win.INT
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetAsyncKeyState(
nKey: c_int
) callconv(WINAPI) win.INT;
const IDC_ARROW: win.LONG = 32512;
pub extern "user32" fn LoadCursorW(
hInstance: ?win.HINSTANCE,
lpCursorName: win.LONG,
) callconv(WINAPI) win.HCURSOR;
// _ = win.MessageBoxA(null, "Sample text.", "Title", win.MB_OK);
// _ = OutputDebugStringA("\x1b[31mRed\x1b[0m");
pub extern "kernel32" fn OutputDebugStringA(
lpOutputString: win.LPCSTR
) callconv(WINAPI) win.INT;
pub extern "user32" fn GetWindowRect(
hWnd: win.HWND,
lpRect: *win.RECT
) callconv(WINAPI) win.INT;
pub const SM_CXSCREEN = 0;
pub const SM_CYSCREEN = 1;
pub extern "user32" fn GetSystemMetricsForDpi(
nIndex: win.INT,
dpi: win.UINT
) callconv(WINAPI) win.INT;
pub extern "user32" fn GetDpiForWindow(
hWnd: win.HWND,
) callconv(WINAPI) win.UINT;
pub const SWP_NOCOPYBITS = 0x0100;
pub extern "user32" fn SetWindowPos(
hWnd: win.HWND,
hWndInsertAfter: ?win.HWND,
X: win.INT,
Y: win.INT,
cx: win.INT,
cy: win.INT,
uFlags: win.UINT,
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetClientRect(
hWnd: win.HWND,
lpRect: *win.RECT
) callconv(WINAPI) win.UINT;
pub extern "user32" fn DestroyWindow(
hWnd: win.HWND
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UnregisterClassW(
lpClassName: [*:0]const u16,
hInstance: win.HINSTANCE
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn ReleaseDC(
hWnd: ?win.HWND,
hDC: win.HDC
) callconv(WINAPI) i32;
pub extern "user32" fn ShowWindow(
hWnd: win.HWND,
nCmdShow: i32
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UpdateWindow(
hWnd: win.HWND
) callconv(WINAPI) win.BOOL;
pub const PM_REMOVE = 0x0001;
pub extern "user32" fn PeekMessageA(lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT, wRemoveMsg: win.UINT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn TranslateMessage(lpMsg: *const MSG) callconv(WINAPI) win.BOOL;
pub extern "user32" fn DispatchMessageW(lpMsg: *const MSG) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn PostQuitMessage(nExitCode: i32) callconv(WINAPI) void;
pub extern "user32" fn RegisterClassExW(*const WNDCLASSEXW) callconv(WINAPI) win.ATOM;
pub extern "user32" fn AdjustWindowRectEx(lpRect: *win.RECT, dwStyle: win.DWORD, bMenu: win.BOOL, dwExStyle: win.DWORD) callconv(WINAPI) win.BOOL;
pub extern "user32" fn CreateWindowExW(dwExStyle: win.DWORD, lpClassName: [*:0]const u16, lpWindowName: [*:0]const u16, dwStyle: win.DWORD, X: i32, Y: i32, nWidth: i32, nHeight: i32, hWindParent: ?win.HWND, hMenu: ?win.HMENU, hInstance: win.HINSTANCE, lpParam: ?win.LPVOID) callconv(WINAPI) ?win.HWND;
pub extern "user32" fn DefWindowProcW(hWnd: win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn GetDC(hWnd: ?win.HWND) callconv(WINAPI) ?win.HDC;
pub const PIXELFORMATDESCRIPTOR = extern struct {
nSize: win.WORD = @sizeOf(PIXELFORMATDESCRIPTOR),
nVersion: win.WORD,
dwFlags: win.DWORD,
iPixelType: win.BYTE,
cColorBits: win.BYTE,
cRedBits: win.BYTE,
cRedShift: win.BYTE,
cGreenBits: win.BYTE,
cGreenShift: win.BYTE,
cBlueBits: win.BYTE,
cBlueShift: win.BYTE,
cAlphaBits: win.BYTE,
cAlphaShift: win.BYTE,
cAccumBits: win.BYTE,
cAccumRedBits: win.BYTE,
cAccumGreenBits: win.BYTE,
cAccumBlueBits: win.BYTE,
cAccumAlphaBits: win.BYTE,
cDepthBits: win.BYTE,
cStencilBits: win.BYTE,
cAuxBuffers: win.BYTE,
iLayerType: win.BYTE,
bReserved: win.BYTE,
dwLayerMask: win.DWORD,
dwVisibleMask: win.DWORD,
dwDamageMask: win.DWORD,
};
pub extern "gdi32" fn SetPixelFormat(
hdc: ?win.HDC,
format: win.INT,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) bool;
pub extern "gdi32" fn ChoosePixelFormat(
hdc: ?win.HDC,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) win.INT;
pub extern "gdi32" fn SwapBuffers(hdc: ?win.HDC) callconv(WINAPI) bool;
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_opengl3.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_opengl3.h");
@cInclude("lib/imgui/cimgui_impl_win32.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const gl = @cImport({
@cInclude("lib/opengl/gl.h");
});
var wnd: win.HWND = undefined;
const wnd_title = L("BaseImGui OpenGL3");
var wnd_size: win.RECT = .{ .left=0, .top=0, .right=1200, .bottom=800 };
var wnd_dc: win.HDC = undefined;
var wnd_dpi: win.UINT = 0;
var wnd_hRC: win.HGLRC = undefined;
const WGL_WindowData = struct { hDC: gl.HDC };
var gl_HWND: gl.HWND = undefined;
var g_hRC: gl.HGLRC = undefined;
var g_MainWindow: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
var g_width: i16 = 1200;
var g_height: i16 = 800;
const ImVec4 = struct {
x: f32,
y: f32,
w: f32,
z: f32
};
pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
_ = hPrevInstance;
_ = pCmdLine;
CreateWindow(hInstance);
defer _ = ReleaseDC(wnd, wnd_dc);
defer _ = UnregisterClassW(wnd_title, hInstance);
defer _ = DestroyWindow(wnd);
@setRuntimeSafety(false);
gl_HWND = @as(gl.HWND, @alignCast(@ptrCast(wnd)));
@setRuntimeSafety(true);
_ = CreateDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
_ = ShowWindow(wnd, nCmdShow);
_ = UpdateWindow(wnd);
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
_ = im.cImGui_ImplWin32_InitForOpenGL(wnd);
_ = im.cImGui_ImplOpenGL3_Init();
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0)
{
var platform_io: *im.struct_ImGuiPlatformIO_t = im.ImGui_GetPlatformIO();
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
var show_demo_window = true;
var show_another_window = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = .{ .x=0.45, .y=0.55, .w=0.60, .z=1.00 };
var f: f32 = 0.0;
var counter: u16 = 0;
var done = false;
var msg: MSG = std.mem.zeroes(MSG);
while (!done)
{
while (PeekMessageA(&msg, null, 0, 0, PM_REMOVE) != 0) {
_ = TranslateMessage(&msg);
_ = DispatchMessageW(&msg);
if (msg.message == WM_QUIT) { done = true; }
}
if (done) break;
im.cImGui_ImplOpenGL3_NewFrame();
im.cImGui_ImplWin32_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
gl.glViewport(0, 0, g_width, g_height);
gl.glClearColor(clear_color.x, clear_color.y, clear_color.w, clear_color.z);
gl.glClear(gl.GL_COLOR_BUFFER_BIT);
im.cImGui_ImplOpenGL3_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
_ = gl.wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
_ = gl.SwapBuffers(g_MainWindow.hDC);
}
im.cImGui_ImplOpenGL3_Shutdown();
im.cImGui_ImplWin32_Shutdown();
im.ImGui_DestroyContext(null);
CleanupDeviceWGL(wnd, &g_MainWindow);
_ = gl.wglDeleteContext(g_hRC);
return 0;
}
pub extern fn cImGui_ImplWin32_WndProcHandler(
hWnd: win.HWND,
msg: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM
) callconv(.C) win.LRESULT;
fn WindowProc( hWnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM ) callconv(WINAPI) win.LRESULT {
if (cImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam) != 0) { return 1; }
switch (uMsg) {
WM_DESTROY => {
PostQuitMessage(0);
return 0;
},
WM_PAINT => {
var ps: PAINTSTRUCT = undefined;
const hdc: HDC = BeginPaint(hWnd, &ps) orelse undefined;
_ = FillRect(hdc, &ps.rcPaint, @ptrFromInt(COLOR_WINDOW+1));
_ = EndPaint(hWnd, &ps);
},
WM_SIZE => {
wnd_size.right = @as(i32, @intCast(LOWORD(lParam)));
wnd_size.bottom = @as(i32, @intCast(HIWORD(lParam)));
},
WM_KEYDOWN,
WM_SYSKEYDOWN => {
switch (wParam) {
VK_ESCAPE => { //SHIFT+ESC = EXIT
if (GetAsyncKeyState(VK_LSHIFT) & 0x01 == 1) {
PostQuitMessage(0);
return 0;
}
},
else => {}
}
},
else => _=.{},
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
fn CreateWindow(hInstance: win.HINSTANCE) void {
const wnd_class: WNDCLASSEXW = .{
.cbSize = @sizeOf(WNDCLASSEXW),
.style = CS_DBLCLKS | CS_OWNDC,
.lpfnWndProc = WindowProc,
.cbClsExtra = 0,
.cbWndExtra = 0,
.hInstance = hInstance,
.hIcon = null,
.hCursor = LoadCursorW(null, IDC_ARROW),
.hbrBackground = null,
.lpszMenuName = null,
.lpszClassName = wnd_title,
.hIconSm = null,
};
_ = RegisterClassExW(&wnd_class);
_ = AdjustWindowRectEx(&wnd_size, WS_OVERLAPPEDWINDOW, win.FALSE, WS_EX_APPWINDOW | WS_EX_WINDOWEDGE);
wnd = CreateWindowExW(
WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, wnd_title, wnd_title, WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, 0, 0,
null, null, hInstance, null).?;
wnd_dc = GetDC(wnd).?;
const dpi = GetDpiForWindow(wnd);
const xCenter = @divFloor(GetSystemMetricsForDpi(SM_CXSCREEN, dpi), 2);
const yCenter = @divFloor(GetSystemMetricsForDpi(SM_CYSCREEN, dpi), 2);
wnd_size.left = xCenter - @divFloor(g_width, 2);
wnd_size.top = yCenter - @divFloor(g_height, 2);
wnd_size.right = wnd_size.left + @divFloor(g_width, 2);
wnd_size.bottom = wnd_size.top + @divFloor(g_height, 2);
_ = SetWindowPos( wnd, null, wnd_size.left, wnd_size.top, wnd_size.right, wnd_size.bottom, SWP_NOCOPYBITS );
}
fn CreateDeviceWGL(hWnd: win.HWND , data: *WGL_WindowData) bool {
const hDc = GetDC(hWnd).?;
var pfd: PIXELFORMATDESCRIPTOR = std.mem.zeroes(PIXELFORMATDESCRIPTOR);
const pfd_size = @sizeOf(PIXELFORMATDESCRIPTOR);
pfd.nSize = pfd_size;
pfd.nVersion = 1;
pfd.dwFlags = gl.PFD_DRAW_TO_WINDOW | gl.PFD_SUPPORT_OPENGL | gl.PFD_DOUBLEBUFFER;
pfd.iPixelType = gl.PFD_TYPE_RGBA;
pfd.cColorBits = 32;
const pf = ChoosePixelFormat(hDc, &pfd);
if (pf == 0) { return false; }
if (SetPixelFormat(hDc, pf, &pfd) == false) { return false; }
_ = ReleaseDC(hWnd, hDc);
@setRuntimeSafety(false);
const glhwnd = @as(gl.HWND, @alignCast(@ptrCast(hWnd)));
@setRuntimeSafety(true);
data.hDC = gl.GetDC(glhwnd);
if (g_hRC == null) {
g_hRC = gl.wglCreateContext(data.hDC);
}
return true;
}
fn CleanupDeviceWGL(hWnd: win.HWND , data: *WGL_WindowData) void {
_ = hWnd;
_ = data;
_ = gl.wglMakeCurrent(null, null);
}
fn Hook_Renderer_CreateWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.PlatformHandle != null and viewport.*.RendererUserData == null) {
var data: WGL_WindowData = std.mem.zeroes(WGL_WindowData);
_ = CreateDeviceWGL(@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)), &data);
viewport.*.RendererUserData = &data;
}
}
fn Hook_Renderer_DestroyWindow(viewport: [*c]im.ImGuiViewport) callconv(.C) void {
if (viewport.*.RendererUserData != null) {
CleanupDeviceWGL(
@as(win.HWND, @ptrCast(viewport.*.PlatformHandle.?)),
@as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)))
);
viewport.*.RendererUserData = null;
}
}
fn Hook_Platform_RenderWindow(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = gl.wglMakeCurrent(data.hDC, g_hRC);
}
}
fn Hook_Renderer_SwapBuffers(viewport: [*c]im.ImGuiViewport, pvoid: ?*anyopaque) callconv(.C) void {
_ = pvoid;
if (viewport.*.RendererUserData != null) {
const data = @as(*WGL_WindowData, @alignCast(@ptrCast(viewport.*.RendererUserData.?)));
_ = SwapBuffers(@as(win.HDC, @alignCast(@ptrCast(data.hDC))));
}
}
// Fix for libc linking error.
pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE,
pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT {
return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow);
}
fn LOWORD(l: win.LONG_PTR) win.UINT { return @as(u32, @intCast(l)) & 0xFFFF; }
fn HIWORD(l: win.LONG_PTR) win.UINT { return (@as(u32, @intCast(l)) >> 16) & 0xFFFF; }
const WM_QUIT = 0x0012;
const WM_DESTROY = 0x0002;
const WM_SIZE = 0x0005;
const WM_PAINT = 0x000F;
const WM_KEYDOWN = 0x0100;
const WM_SYSKEYDOWN = 0x0104;
const WM_DPICHANGED = 0x02E0;
const VK_ESCAPE = 27;
const VK_LSHIFT = 160;
const COLOR_WINDOW = 5;
const CS_DBLCLKS = 0x0008;
const CS_OWNDC = 0x0020;
const CW_USEDEFAULT: i32 = @bitCast(@as(u32, 0x80000000));
const WS_OVERLAPPED = 0x00000000;
const WS_POPUP = 0x80000000;
const WS_CHILD = 0x40000000;
const WS_MINIMIZE = 0x20000000;
const WS_VISIBLE = 0x10000000;
const WS_DISABLED = 0x08000000;
const WS_CLIPSIBLINGS = 0x04000000;
const WS_CLIPCHILDREN = 0x02000000;
const WS_MAXIMIZE = 0x01000000;
const WS_CAPTION = WS_BORDER | WS_DLGFRAME;
const WS_BORDER = 0x00800000;
const WS_DLGFRAME = 0x00400000;
const WS_VSCROLL = 0x00200000;
const WS_HSCROLL = 0x00100000;
const WS_SYSMENU = 0x00080000;
const WS_THICKFRAME = 0x00040000;
const WS_GROUP = 0x00020000;
const WS_TABSTOP = 0x00010000;
const WS_MINIMIZEBOX = 0x00020000;
const WS_MAXIMIZEBOX = 0x00010000;
const WS_TILED = WS_OVERLAPPED;
const WS_ICONIC = WS_MINIMIZE;
const WS_SIZEBOX = WS_THICKFRAME;
const WS_TILEDWINDOW = WS_OVERLAPPEDWINDOW;
const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
const WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU;
const WS_CHILDWINDOW = WS_CHILD;
const WS_EX_DLGMODALFRAME = 0x00000001;
const WS_EX_NOPARENTNOTIFY = 0x00000004;
const WS_EX_TOPMOST = 0x00000008;
const WS_EX_ACCEPTFILES = 0x00000010;
const WS_EX_TRANSPARENT = 0x00000020;
const WS_EX_MDICHILD = 0x00000040;
const WS_EX_TOOLWINDOW = 0x00000080;
const WS_EX_WINDOWEDGE = 0x00000100;
const WS_EX_CLIENTEDGE = 0x00000200;
const WS_EX_CONTEXTHELP = 0x00000400;
const WS_EX_RIGHT = 0x00001000;
const WS_EX_LEFT = 0x00000000;
const WS_EX_RTLREADING = 0x00002000;
const WS_EX_LTRREADING = 0x00000000;
const WS_EX_LEFTSCROLLBAR = 0x00004000;
const WS_EX_RIGHTSCROLLBAR = 0x00000000;
const WS_EX_CONTROLPARENT = 0x00010000;
const WS_EX_STATICEDGE = 0x00020000;
const WS_EX_APPWINDOW = 0x00040000;
const WS_EX_LAYERED = 0x00080000;
const WS_EX_OVERLAPPEDWINDOW = WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE;
const WS_EX_PALETTEWINDOW = WS_EX_WINDOWEDGE | WS_EX_TOOLWINDOW | WS_EX_TOPMOST;
const SWP_NOZORDER = 0x0004;
const SWP_NOACTIVATE = 0x0010;
pub const HDC = *opaque{};
pub const HBRUSH = *opaque{};
pub const PAINTSTRUCT = extern struct {
hdc: HDC,
fErase: win.BOOL,
rcPaint: win.RECT,
fRestore: win.BOOL,
fIncUpdate: win.BOOL,
rgbReserved: [32]win.BYTE
};
pub const WNDCLASSEXW = extern struct {
cbSize: win.UINT = @sizeOf(WNDCLASSEXW),
style: win.UINT,
lpfnWndProc: WNDPROC,
cbClsExtra: i32 = 0,
cbWndExtra: i32 = 0,
hInstance: win.HINSTANCE,
hIcon: ?win.HICON,
hCursor: ?win.HCURSOR,
hbrBackground: ?HBRUSH,
lpszMenuName: ?[*:0]const u16,
lpszClassName: [*:0]const u16,
hIconSm: ?win.HICON,
};
pub const WNDPROC = *const fn (
hwnd: win.HWND,
uMsg: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM
) callconv(WINAPI) win.LRESULT;
pub const MSG = extern struct {
hWnd: ?win.HWND,
message: win.UINT,
wParam: win.WPARAM,
lParam: win.LPARAM,
time: win.DWORD,
pt: win.POINT,
lPrivate: win.DWORD,
};
pub extern "user32" fn BeginPaint(
hWnd: ?win.HWND,
lpPaint: ?*PAINTSTRUCT,
) callconv(WINAPI) ?HDC;
pub extern "user32" fn FillRect(
hDC: ?HDC,
lprc: ?*const win.RECT,
hbr: ?HBRUSH
) callconv(WINAPI) win.INT;
pub extern "user32" fn EndPaint(
hWnd: win.HWND,
lpPaint: *const PAINTSTRUCT
) callconv(WINAPI) win.BOOL;
pub extern "gdi32" fn TextOutW(
hDC: ?HDC,
x: win.INT,
y: win.INT,
lpString: win.LPCWSTR,
c: win.INT
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetAsyncKeyState(
nKey: c_int
) callconv(WINAPI) win.INT;
const IDC_ARROW: win.LONG = 32512;
pub extern "user32" fn LoadCursorW(
hInstance: ?win.HINSTANCE,
lpCursorName: win.LONG,
) callconv(WINAPI) win.HCURSOR;
// _ = win.MessageBoxA(null, "Sample text.", "Title", win.MB_OK);
// _ = OutputDebugStringA("\x1b[31mRed\x1b[0m");
pub extern "kernel32" fn OutputDebugStringA(
lpOutputString: win.LPCSTR
) callconv(WINAPI) win.INT;
pub extern "user32" fn GetWindowRect(
hWnd: win.HWND,
lpRect: *win.RECT
) callconv(WINAPI) win.INT;
pub const SM_CXSCREEN = 0;
pub const SM_CYSCREEN = 1;
pub extern "user32" fn GetSystemMetricsForDpi(
nIndex: win.INT,
dpi: win.UINT
) callconv(WINAPI) win.INT;
pub extern "user32" fn GetDpiForWindow(
hWnd: win.HWND,
) callconv(WINAPI) win.UINT;
pub const SWP_NOCOPYBITS = 0x0100;
pub extern "user32" fn SetWindowPos(
hWnd: win.HWND,
hWndInsertAfter: ?win.HWND,
X: win.INT,
Y: win.INT,
cx: win.INT,
cy: win.INT,
uFlags: win.UINT,
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn GetClientRect(
hWnd: win.HWND,
lpRect: *win.RECT
) callconv(WINAPI) win.UINT;
pub extern "user32" fn DestroyWindow(
hWnd: win.HWND
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UnregisterClassW(
lpClassName: [*:0]const u16,
hInstance: win.HINSTANCE
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn ReleaseDC(
hWnd: ?win.HWND,
hDC: win.HDC
) callconv(WINAPI) i32;
pub extern "user32" fn ShowWindow(
hWnd: win.HWND,
nCmdShow: i32
) callconv(WINAPI) win.BOOL;
pub extern "user32" fn UpdateWindow(
hWnd: win.HWND
) callconv(WINAPI) win.BOOL;
pub const PM_REMOVE = 0x0001;
pub extern "user32" fn PeekMessageA(lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT, wRemoveMsg: win.UINT) callconv(WINAPI) win.BOOL;
pub extern "user32" fn TranslateMessage(lpMsg: *const MSG) callconv(WINAPI) win.BOOL;
pub extern "user32" fn DispatchMessageW(lpMsg: *const MSG) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn PostQuitMessage(nExitCode: i32) callconv(WINAPI) void;
pub extern "user32" fn RegisterClassExW(*const WNDCLASSEXW) callconv(WINAPI) win.ATOM;
pub extern "user32" fn AdjustWindowRectEx(lpRect: *win.RECT, dwStyle: win.DWORD, bMenu: win.BOOL, dwExStyle: win.DWORD) callconv(WINAPI) win.BOOL;
pub extern "user32" fn CreateWindowExW(dwExStyle: win.DWORD, lpClassName: [*:0]const u16, lpWindowName: [*:0]const u16, dwStyle: win.DWORD, X: i32, Y: i32, nWidth: i32, nHeight: i32, hWindParent: ?win.HWND, hMenu: ?win.HMENU, hInstance: win.HINSTANCE, lpParam: ?win.LPVOID) callconv(WINAPI) ?win.HWND;
pub extern "user32" fn DefWindowProcW(hWnd: win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT;
pub extern "user32" fn GetDC(hWnd: ?win.HWND) callconv(WINAPI) ?win.HDC;
pub const PIXELFORMATDESCRIPTOR = extern struct {
nSize: win.WORD = @sizeOf(PIXELFORMATDESCRIPTOR),
nVersion: win.WORD,
dwFlags: win.DWORD,
iPixelType: win.BYTE,
cColorBits: win.BYTE,
cRedBits: win.BYTE,
cRedShift: win.BYTE,
cGreenBits: win.BYTE,
cGreenShift: win.BYTE,
cBlueBits: win.BYTE,
cBlueShift: win.BYTE,
cAlphaBits: win.BYTE,
cAlphaShift: win.BYTE,
cAccumBits: win.BYTE,
cAccumRedBits: win.BYTE,
cAccumGreenBits: win.BYTE,
cAccumBlueBits: win.BYTE,
cAccumAlphaBits: win.BYTE,
cDepthBits: win.BYTE,
cStencilBits: win.BYTE,
cAuxBuffers: win.BYTE,
iLayerType: win.BYTE,
bReserved: win.BYTE,
dwLayerMask: win.DWORD,
dwVisibleMask: win.DWORD,
dwDamageMask: win.DWORD,
};
pub extern "gdi32" fn SetPixelFormat(
hdc: ?win.HDC,
format: win.INT,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) bool;
pub extern "gdi32" fn ChoosePixelFormat(
hdc: ?win.HDC,
ppfd: ?*const PIXELFORMATDESCRIPTOR,
) callconv(WINAPI) win.INT;
pub extern "gdi32" fn SwapBuffers(hdc: ?win.HDC) callconv(WINAPI) bool;
|
0 | repos/zig_workbench | repos/zig_workbench/BaseImGui/main_sdl2_opengl2.zig | const std = @import("std");
const win = struct {
usingnamespace std.os.windows;
usingnamespace std.os.windows.kernel32;
};
const WINAPI = win.WINAPI;
const L = std.unicode.utf8ToUtf16LeStringLiteral;
//NOTE Rename .vscode/Tasks_SDL2_OpenGL2.json to .vscode/Tasks.json before use this renderer.
// NOTE ABOUT VSCODE + ZLS:
// Use full path for all cIncludes:
// @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h");
const im = @cImport({
@cInclude("lib/imgui/cimgui.h");
@cInclude("lib/imgui/cimgui_impl_sdl2.h");
@cInclude("lib/imgui/cimgui_impl_opengl2.h");
@cInclude("lib/imgui/cimgui_memory_editor.h");
});
const sdl = @cImport({
@cInclude("lib/SDL2/include/SDL.h");
@cInclude("lib/SDL2/include/SDL_opengl.h");
});
const ImVec4 = struct {
x: f32,
y: f32,
z: f32,
w: f32
};
pub fn main() void {
HideConsole();
_ = sdl.SDL_Init(sdl.SDL_INIT_VIDEO | sdl.SDL_INIT_TIMER | sdl.SDL_INIT_GAMECONTROLLER);
_ = sdl.SDL_SetHint(sdl.SDL_HINT_IME_SHOW_UI, "1");
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_DOUBLEBUFFER, 1);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_DEPTH_SIZE, 24);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_STENCIL_SIZE, 8);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_MAJOR_VERSION, 2);
_ = sdl.SDL_GL_SetAttribute(sdl.SDL_GL_CONTEXT_MINOR_VERSION, 2);
const window_flags: sdl.SDL_WindowFlags = sdl.SDL_WINDOW_OPENGL | sdl.SDL_WINDOW_RESIZABLE | sdl.SDL_WINDOW_ALLOW_HIGHDPI;
const window: *sdl.SDL_Window = sdl.SDL_CreateWindow("Dear ImGui SDL2_OpenGL2 example", sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags).?;
const gl_context: sdl.SDL_GLContext = sdl.SDL_GL_CreateContext(window);
_ = sdl.SDL_GL_MakeCurrent(window, gl_context);
_ = sdl.SDL_GL_SetSwapInterval(1); // Enable vsync
_ = im.ImGui_CreateContext(null);
var io: *im.struct_ImGuiIO_t = im.ImGui_GetIO();
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= im.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= im.ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= im.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
im.ImGui_StyleColorsDark(null);
var style: im.ImGuiStyle = im.ImGui_GetStyle().*;
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
style.WindowRounding = 0.0;
style.Colors[im.ImGuiCol_WindowBg].w = 1.0;
}
const cwindow = @as(?*im.SDL_Window , @ptrCast(window));
_ = im.cImGui_ImplSDL2_InitForOpenGL(cwindow, gl_context);
_ = im.cImGui_ImplOpenGL2_Init();
var show_demo_window: bool = true;
var show_another_window: bool = false;
const show_memedit_window = true;
var mem_edit = im.MemoryEditor {
// Settings
.Open = true,
.ReadOnly = false,
.Cols = 16,
.OptShowOptions = true,
.OptShowDataPreview = false,
.OptShowHexII = false,
.OptShowAscii = true,
.OptGreyOutZeroes = true,
.OptUpperCaseHex = true,
.OptMidColsCount = 8,
.OptAddrDigitsCount = 0,
.OptFooterExtraHeight = 0.0,
.HighlightColor = im.IM_COL32(255, 255, 255, 50),
.ReadFn = null,
.WriteFn = null,
.HighlightFn = null,
};
var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
var clear_color: ImVec4 = ImVec4{.x=0.45, .y=0.55, .z=0.60, .w=1.00};
var f: f32 = 0.0;
var counter: u16 = 0;
var event: sdl.SDL_Event = undefined;
const cevent = @as([*c]const im.SDL_Event , @ptrCast(&event));
var done: bool = false;
while (!done) {
while (sdl.SDL_PollEvent(&event) == 1) {
_ = im.cImGui_ImplSDL2_ProcessEvent(cevent);
if (event.type == sdl.SDL_QUIT) {
done = true; }
if (event.type == sdl.SDL_WINDOWEVENT and
event.window.event == sdl.SDL_WINDOWEVENT_CLOSE and
event.window.windowID == sdl.SDL_GetWindowID(window)) {
done = true; }
}
im.cImGui_ImplOpenGL2_NewFrame();
im.cImGui_ImplSDL2_NewFrame();
im.ImGui_NewFrame();
_ = im.ImGui_DockSpaceOverViewport();
if (show_demo_window)
im.ImGui_ShowDemoWindow(&show_demo_window);
{
_ = im.ImGui_Begin("Hello, world!", null, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("This is some useful text.");
_ = im.ImGui_Checkbox("Demo Window", &show_demo_window);
_ = im.ImGui_Checkbox("Another Window", &show_another_window);
_ = im.ImGui_SliderFloat("float", &f, 0.0, 1.0);
_ = im.ImGui_ColorEdit3("clear color", @as([*c]f32, &clear_color.x), 0);
if (im.ImGui_Button("Button"))
counter += 1;
im.ImGui_SameLine();
im.ImGui_Text("counter = %d", counter);
im.ImGui_Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / io.Framerate, io.Framerate);
im.ImGui_End();
}
if (show_another_window) {
_ = im.ImGui_Begin("Hello, world!", &show_another_window, im.ImGuiWindowFlags_NoSavedSettings);
im.ImGui_Text("Hello from another window");
if (im.ImGui_Button("Close Me"))
show_another_window = false;
im.ImGui_End();
}
if (show_memedit_window) {
im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
}
im.ImGui_Render();
sdl.glViewport(0, 0, toCInt(io.DisplaySize.x), toCInt(io.DisplaySize.y));
sdl.glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
sdl.glClear(sdl.GL_COLOR_BUFFER_BIT);
im.cImGui_ImplOpenGL2_RenderDrawData(im.ImGui_GetDrawData());
if (io.ConfigFlags & im.ImGuiConfigFlags_ViewportsEnable != 0) {
const backup_current_window: *sdl.SDL_Window = sdl.SDL_GL_GetCurrentWindow().?;
const backup_current_context: sdl.SDL_GLContext = sdl.SDL_GL_GetCurrentContext().?;
im.ImGui_UpdatePlatformWindows();
im.ImGui_RenderPlatformWindowsDefault();
_ = sdl.SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
sdl.SDL_GL_SwapWindow(window);
}
im.cImGui_ImplOpenGL2_Shutdown();
im.cImGui_ImplSDL2_Shutdown();
im.ImGui_DestroyContext(null);
sdl.SDL_GL_DeleteContext(gl_context);
sdl.SDL_DestroyWindow(window);
sdl.SDL_Quit();
return;
}
fn toU8(value: f32) u8 {
return @as(u8, @intFromFloat(value));
}
fn toCInt(value: f32) c_int {
return @as(c_int, @intFromFloat(value));
}
fn HideConsole() void {
const BUF_TITLE = 1024;
var hwndFound: win.HWND = undefined;
var pszWindowTitle: [BUF_TITLE:0]win.CHAR = std.mem.zeroes([BUF_TITLE:0]win.CHAR);
_ = GetConsoleTitleA(&pszWindowTitle, BUF_TITLE);
hwndFound=FindWindowA(null, &pszWindowTitle);
_ = ShowWindow(hwndFound, SW_HIDE);
}
extern "kernel32" fn GetConsoleTitleA(
lpConsoleTitle: win.LPSTR,
nSize: win.DWORD,
) callconv(win.WINAPI) win.DWORD;
extern "kernel32" fn FindWindowA(
lpClassName: ?win.LPSTR,
lpWindowName: ?win.LPSTR,
) callconv(win.WINAPI) win.HWND;
const SW_HIDE = 0;
extern "user32" fn ShowWindow(
hWnd: win.HWND,
nCmdShow: win.INT
) callconv(WINAPI) void; |
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/DX11/DX11.h | #include <d3d11.h> |
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_opengl3.cpp | // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <stdint.h> // intptr_t
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
#else
#include <GLES2/gl2.h> // Use GL ES 2
#endif
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// 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 using our own minimal custom loader based on gl3w.
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#include "imgui_impl_opengl3_loader.h"
#endif
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
#ifndef IMGUI_IMPL_OPENGL_ES2
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#define glBindVertexArray glBindVertexArrayOES
#define glGenVertexArrays glGenVertexArraysOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
#endif
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
#if !defined(IMGUI_IMPL_OPENGL_ES2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsES2;
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
GLuint AttribLocationVtxPos; // Vertex attributes location
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasPolygonMode;
bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL3_InitPlatformInterface();
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
if (bd->HasPolygonMode)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
if (bd->HasClipOrigin)
{
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(bd->ShaderHandle);
glUniform1i(bd->AttribLocationTex, 0);
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
}
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays....
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
// of leaks on Intel GPU when using multi-viewports on Windows.
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
}
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
}
else
{
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
// Bind texture, Draw
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
else
#endif
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
}
}
// Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
#endif
// Restore modified GL state
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GL_CALL(glGenTextures(1, &bd->FontTexture));
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
GLint last_pixel_unpack_buffer = 0;
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = nullptr;
const GLchar* fragment_shader = nullptr;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdlrenderer3.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#ifndef IMGUI_DISABLE
typedef struct SDL_Renderer SDL_Renderer;
typedef struct ImDrawData_t ImDrawData;
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer3_CreateFontsTexture(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_DestroyFontsTexture(void);
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer3_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_DestroyDeviceObjects(void);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_tables.cpp | // dear imgui, v1.90.8
// (tables and columns code)
/*
Index of this file:
// [SECTION] Commentary
// [SECTION] Header mess
// [SECTION] Tables: Main code
// [SECTION] Tables: Simple accessors
// [SECTION] Tables: Row changes
// [SECTION] Tables: Columns changes
// [SECTION] Tables: Columns width management
// [SECTION] Tables: Drawing
// [SECTION] Tables: Sorting
// [SECTION] Tables: Headers
// [SECTION] Tables: Context Menu
// [SECTION] Tables: Settings (.ini data)
// [SECTION] Tables: Garbage Collection
// [SECTION] Tables: Debugging
// [SECTION] Columns, BeginColumns, EndColumns, etc.
*/
// Navigating this file:
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
//-----------------------------------------------------------------------------
// [SECTION] Commentary
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Typical tables call flow: (root level is generally public API):
//-----------------------------------------------------------------------------
// - BeginTable() user begin into a table
// | BeginChild() - (if ScrollX/ScrollY is set)
// | TableBeginInitMemory() - first time table is used
// | TableResetSettings() - on settings reset
// | TableLoadSettings() - on settings load
// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
// - TableSetupColumn() user submit columns details (optional)
// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
//-----------------------------------------------------------------------------
// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
// | TableSetupDrawChannels() - setup ImDrawList channels
// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
// | TableBeginContextMenuPopup()
// | - TableDrawDefaultContextMenu() - draw right-click context menu contents
//-----------------------------------------------------------------------------
// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
// | TableEndRow() - finish existing row
// | TableBeginRow() - add a new row
// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
// | TableEndCell() - close existing column/cell
// | TableBeginCell() - enter into current column/cell
// - [...] user emit contents
//-----------------------------------------------------------------------------
// - EndTable() user ends the table
// | TableDrawBorders() - draw outer borders, inner vertical borders
// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
// | EndChild() - (if ScrollX/ScrollY is set)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// TABLE SIZING
//-----------------------------------------------------------------------------
// (Read carefully because this is subtle but it does make sense!)
//-----------------------------------------------------------------------------
// About 'outer_size':
// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.
// Default value is ImVec2(0.0f, 0.0f).
// X
// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.
// - outer_size.x > 0.0f -> Set Fixed width.
// Y with ScrollX/ScrollY disabled: we output table directly in current window
// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll.
// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set)
// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set)
// Y with ScrollX/ScrollY enabled: using a child window for scrolling
// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll.
// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis.
//-----------------------------------------------------------------------------
// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.
// Important to note how the two flags have slightly different behaviors!
// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.
// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.
// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable).
//-----------------------------------------------------------------------------
// About 'inner_width':
// With ScrollX disabled:
// - inner_width -> *ignored*
// With ScrollX enabled:
// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
//-----------------------------------------------------------------------------
// Details:
// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
// of "available space" doesn't make sense.
// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
// of what the value does.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// COLUMNS SIZING POLICIES
// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags)
//-----------------------------------------------------------------------------
// About overriding column sizing policy and width/weight with TableSetupColumn():
// We use a default parameter of -1 for 'init_width'/'init_weight'.
// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic
// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom
// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f
// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom
// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)
// and you can fit a 100.0f wide item in it without clipping and with padding honored.
//-----------------------------------------------------------------------------
// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)
// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width
// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width
// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f
// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents
// Default Width and default Weight can be overridden when calling TableSetupColumn().
//-----------------------------------------------------------------------------
// About mixing Fixed/Auto and Stretch columns together:
// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!
// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.
// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.
// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths.
//-----------------------------------------------------------------------------
// About using column width:
// If a column is manually resizable or has a width specified with TableSetupColumn():
// - you may use GetContentRegionAvail().x to query the width available in a given column.
// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
// If the column is not resizable and has no width specified with TableSetupColumn():
// - its width will be automatic and be set to the max of items submitted.
// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// TABLES CLIPPING/CULLING
//-----------------------------------------------------------------------------
// About clipping/culling of Rows in Tables:
// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows.
// ImGuiListClipper is reliant on the fact that rows are of equal height.
// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.
// - Note that auto-resizing columns don't play well with using the clipper.
// By default a table with _ScrollX but without _Resizable will have column auto-resize.
// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.
//-----------------------------------------------------------------------------
// About clipping/culling of Columns in Tables:
// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
// it is not going to contribute to row height.
// In many situations, you may skip submitting contents for every column but one (e.g. the first one).
// - Case A: column is not hidden by user, and at least partially in sight (most common case).
// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
//
// [A] [B] [C]
// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height.
// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).
//
// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.
// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.
//-----------------------------------------------------------------------------
// About clipping/culling of whole Tables:
// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// [SECTION] Header mess
//-----------------------------------------------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
// System includes
#include <stdint.h> // intptr_t
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
// [SECTION] Tables: Main code
//-----------------------------------------------------------------------------
// - TableFixFlags() [Internal]
// - TableFindByID() [Internal]
// - BeginTable()
// - BeginTableEx() [Internal]
// - TableBeginInitMemory() [Internal]
// - TableBeginApplyRequests() [Internal]
// - TableSetupColumnFlags() [Internal]
// - TableUpdateLayout() [Internal]
// - TableUpdateBorders() [Internal]
// - EndTable()
// - TableSetupColumn()
// - TableSetupScrollFreeze()
//-----------------------------------------------------------------------------
// Configuration
static const int TABLE_DRAW_CHANNEL_BG0 = 0;
static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;
static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)
static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.
static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
// Helper
inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)
{
// Adjust flags: set default sizing policy
if ((flags & ImGuiTableFlags_SizingMask_) == 0)
flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;
// Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame
if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
flags |= ImGuiTableFlags_NoKeepColumnsVisible;
// Adjust flags: enforce borders when resizable
if (flags & ImGuiTableFlags_Resizable)
flags |= ImGuiTableFlags_BordersInnerV;
// Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on
if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))
flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);
// Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody
if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)
flags &= ~ImGuiTableFlags_NoBordersInBody;
// Adjust flags: disable saved settings if there's nothing to save
if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
flags |= ImGuiTableFlags_NoSavedSettings;
// Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
flags |= ImGuiTableFlags_NoSavedSettings;
return flags;
}
ImGuiTable* ImGui::TableFindByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
return g.Tables.GetByKey(id);
}
// Read about "TABLE SIZING" at the top of this file.
bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
{
ImGuiID id = GetID(str_id);
return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
}
bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* outer_window = GetCurrentWindow();
if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
return false;
// Sanity checks
IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);
if (flags & ImGuiTableFlags_ScrollX)
IM_ASSERT(inner_width >= 0.0f);
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
// FIXME: coarse clipping because access to table data causes two issues:
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
// The side-effects of accessing table data on coarse clip would be:
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
const ImVec2 avail_size = GetContentRegionAvail();
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
{
ItemSize(outer_rect);
ItemAdd(outer_rect, id);
return false;
}
// [DEBUG] Debug break requested by user
if (g.DebugBreakInTable == id)
IM_DEBUG_BREAK();
// Acquire storage for the table
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
// Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table);
if (++g.TablesTempDataStacked > g.TablesTempData.Size)
g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
temp_data->TableIndex = table_idx;
table->DrawSplitter = &table->TempData->DrawSplitter;
table->DrawSplitter->Clear();
// Fix flags
table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
flags = TableFixFlags(flags, outer_window);
// Initialize
const int previous_frame_active = table->LastFrameActive;
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
const ImGuiTableFlags previous_flags = table->Flags;
table->ID = id;
table->Flags = flags;
table->LastFrameActive = g.FrameCount;
table->OuterWindow = table->InnerWindow = outer_window;
table->ColumnsCount = columns_count;
table->IsLayoutLocked = false;
table->InnerWidth = inner_width;
temp_data->UserOuterSize = outer_size;
// Instance data (for instance 0, TableID == TableInstanceID)
ImGuiID instance_id;
table->InstanceCurrent = (ImS16)instance_no;
if (instance_no > 0)
{
IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
if (table->InstanceDataExtra.Size < instance_no)
table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack.
}
else
{
instance_id = id;
}
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table_instance->TableInstanceID = instance_id;
// When not using a child window, WorkRect.Max will grow as we append contents.
if (use_child_window)
{
// Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
// (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
ImVec2 override_content_size(FLT_MAX, FLT_MAX);
if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
override_content_size.y = FLT_MIN;
// Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
// never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
// based on the right side of the child window work rect, which would require knowing ahead if we are going to
// have decoration taking horizontal spaces (typically a vertical scrollbar).
if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
override_content_size.x = inner_width;
if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
// Reset scroll if we are reactivating it
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
// Create scrolling region (without border and zero window padding)
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect();
table->InnerRect = table->InnerWindow->InnerRect;
IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
// Allow submitting when host is measuring
if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
table->InnerWindow->SkipItems = false;
// When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
if (instance_no == 0)
{
table->HasScrollbarYPrev = table->HasScrollbarYCurr;
table->HasScrollbarYCurr = false;
}
table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;
}
else
{
// For non-scrolling tables, WorkRect == OuterRect == InnerRect.
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
}
// Push a standardized ID for both child-using and not-child-using tables
PushOverrideID(id);
if (instance_no > 0)
PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.
// Backup a copy of host window members we will modify
ImGuiWindow* inner_window = table->InnerWindow;
table->HostIndentX = inner_window->DC.Indent.x;
table->HostClipRect = inner_window->ClipRect;
table->HostSkipItems = inner_window->SkipItems;
temp_data->HostBackupWorkRect = inner_window->WorkRect;
temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
// Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
if (inner_window != outer_window)
{
if (flags & ImGuiTableFlags_BordersOuterV)
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
if (flags & ImGuiTableFlags_BordersOuterH)
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
}
// Padding and Spacing
// - None ........Content..... Pad .....Content........
// - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
// - PadInner ........Content.. Pad | Pad ..Content........
// - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
table->CellSpacingX2 = inner_spacing_explicit;
table->CellPaddingX = inner_padding_explicit;
const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
table->CurrentColumn = -1;
table->CurrentRow = -1;
table->RowBgColorCounter = 0;
table->LastRowFlags = ImGuiTableRowFlags_None;
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
table->InnerClipRect.ClipWithFull(table->HostClipRect);
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
table->RowCellPaddingY = 0.0f;
table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
table->IsUnfrozenRows = true;
table->DeclColumnsCount = table->AngledHeadersCount = 0;
if (previous_frame_active + 1 < g.FrameCount)
table->IsActiveIdInTable = false;
table->AngledHeadersHeight = 0.0f;
temp_data->AngledHeadersExtraWidth = 0.0f;
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
// Make table current
g.CurrentTable = table;
outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
outer_window->DC.CurrentTableIdx = table_idx;
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
inner_window->DC.CurrentTableIdx = table_idx;
if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
table->IsResetDisplayOrderRequest = true;
// Mark as used to avoid GC
if (table_idx >= g.TablesLastTimeActive.Size)
g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
g.TablesLastTimeActive[table_idx] = (float)g.Time;
temp_data->LastTimeActive = (float)g.Time;
table->MemoryCompacted = false;
// Setup memory buffer (clear data if columns count changed)
ImGuiTableColumn* old_columns_to_preserve = NULL;
void* old_columns_raw_data = NULL;
const int old_columns_count = table->Columns.size();
if (old_columns_count != 0 && old_columns_count != columns_count)
{
// Attempt to preserve width on column count change (#4046)
old_columns_to_preserve = table->Columns.Data;
old_columns_raw_data = table->RawData;
table->RawData = NULL;
}
if (table->RawData == NULL)
{
TableBeginInitMemory(table, columns_count);
table->IsInitializing = table->IsSettingsRequestLoad = true;
}
if (table->IsResetAllRequest)
TableResetSettings(table);
if (table->IsInitializing)
{
// Initialize
table->SettingsOffset = -1;
table->IsSortSpecsDirty = true;
table->InstanceInteracted = -1;
table->ContextPopupColumn = -1;
table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
table->AutoFitSingleColumn = -1;
table->HoveredColumnBody = table->HoveredColumnBorder = -1;
for (int n = 0; n < columns_count; n++)
{
ImGuiTableColumn* column = &table->Columns[n];
if (old_columns_to_preserve && n < old_columns_count)
{
// FIXME: We don't attempt to preserve column order in this path.
*column = old_columns_to_preserve[n];
}
else
{
float width_auto = column->WidthAuto;
*column = ImGuiTableColumn();
column->WidthAuto = width_auto;
column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;
}
column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
}
}
if (old_columns_raw_data)
IM_FREE(old_columns_raw_data);
// Load settings
if (table->IsSettingsRequestLoad)
TableLoadSettings(table);
// Handle DPI/font resize
// This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.
// It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
// FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
// This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
{
const float scale_factor = new_ref_scale_unit / table->RefScale;
//IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
for (int n = 0; n < columns_count; n++)
table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
}
table->RefScale = new_ref_scale_unit;
// Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..
// This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
// Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
inner_window->SkipItems = true;
// Clear names
// At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()
if (table->ColumnsNames.Buf.Size > 0)
table->ColumnsNames.Buf.resize(0);
// Apply queued resizing/reordering/hiding requests
TableBeginApplyRequests(table);
return true;
}
// For reference, the average total _allocation count_ for a table is:
// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[])
// + 1 (for table->RawData allocated below)
// + 1 (for table->ColumnsNames, if names are used)
// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number)
// + 1 (for table->Splitter._Channels)
// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details.
// Unused channels don't perform their +2 allocations.
void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
{
// Allocate single buffer for our arrays
const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);
ImSpanAllocator<6> span_allocator;
span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
for (int n = 3; n < 6; n++)
span_allocator.Reserve(n, columns_bit_array_size);
table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
span_allocator.SetArenaBasePtr(table->RawData);
span_allocator.GetSpan(0, &table->Columns);
span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
span_allocator.GetSpan(2, &table->RowCellData);
table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);
table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);
table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5);
}
// Apply queued resizing/reordering/hiding requests
void ImGui::TableBeginApplyRequests(ImGuiTable* table)
{
// Handle resizing request
// (We process this in the TableBegin() of the first instance of each table)
// FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
if (table->InstanceCurrent == 0)
{
if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
table->LastResizedColumn = table->ResizedColumn;
table->ResizedColumnNextWidth = FLT_MAX;
table->ResizedColumn = -1;
// Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.
// FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.
if (table->AutoFitSingleColumn != -1)
{
TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);
table->AutoFitSingleColumn = -1;
}
}
// Handle reordering request
// Note: we don't clear ReorderColumn after handling the request.
if (table->InstanceCurrent == 0)
{
if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
table->ReorderColumn = -1;
table->HeldHeaderColumn = -1;
if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
{
// We need to handle reordering across hidden columns.
// In the configuration below, moving C to the right of E will lead to:
// ... C [D] E ---> ... [D] E C (Column name/index)
// ... 2 3 4 ... 2 3 4 (Display order)
const int reorder_dir = table->ReorderColumnDir;
IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
IM_UNUSED(dst_column);
const int src_order = src_column->DisplayOrder;
const int dst_order = dst_column->DisplayOrder;
src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;
for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;
IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
// Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former.
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
table->ReorderColumnDir = 0;
table->IsSettingsDirty = true;
}
}
// Handle display order reset request
if (table->IsResetDisplayOrderRequest)
{
for (int n = 0; n < table->ColumnsCount; n++)
table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;
table->IsResetDisplayOrderRequest = false;
table->IsSettingsDirty = true;
}
}
// Adjust flags: default width mode + stretch columns are not allowed when auto extending
static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
{
ImGuiTableColumnFlags flags = flags_in;
// Sizing Policy
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
{
const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)
flags |= ImGuiTableColumnFlags_WidthFixed;
else
flags |= ImGuiTableColumnFlags_WidthStretch;
}
else
{
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
}
// Resize
if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
flags |= ImGuiTableColumnFlags_NoResize;
// Sorting
if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
flags |= ImGuiTableColumnFlags_NoSort;
// Indentation
if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)
flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
// Alignment
//if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
// flags |= ImGuiTableColumnFlags_AlignCenter;
//IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
// Preserve status flags
column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
// Build an ordered list of available sort directions
column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
if (table->Flags & ImGuiTableFlags_Sortable)
{
int count = 0, mask = 0, list = 0;
if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
column->SortDirectionsAvailList = (ImU8)list;
column->SortDirectionsAvailMask = (ImU8)mask;
column->SortDirectionsAvailCount = (ImU8)count;
ImGui::TableFixColumnSortDirection(table, column);
}
}
// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function.
// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first.
// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.
// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?
void ImGui::TableUpdateLayout(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->IsLayoutLocked == false);
const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
table->IsDefaultDisplayOrder = true;
table->ColumnsEnabledCount = 0;
ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);
ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);
table->LeftMostEnabledColumn = -1;
table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
// [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
// Process columns in their visible orders as we are building the Prev/Next indices.
int count_fixed = 0; // Number of columns that have fixed sizing policies
int count_stretch = 0; // Number of columns that have stretch sizing policies
int prev_visible_column_idx = -1;
bool has_auto_fit_request = false;
bool has_resizable = false;
float stretch_sum_width_auto = 0.0f;
float fixed_max_width_auto = 0.0f;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
const int column_n = table->DisplayOrderToIndex[order_n];
if (column_n != order_n)
table->IsDefaultDisplayOrder = false;
ImGuiTableColumn* column = &table->Columns[column_n];
// Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.
// It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.
// We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.
if (table->DeclColumnsCount <= column_n)
{
TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);
column->NameOffset = -1;
column->UserID = 0;
column->InitStretchWeightOrWidth = -1.0f;
}
// Update Enabled state, mark settings and sort specs dirty
if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
column->IsUserEnabledNextFrame = true;
if (column->IsUserEnabled != column->IsUserEnabledNextFrame)
{
column->IsUserEnabled = column->IsUserEnabledNextFrame;
table->IsSettingsDirty = true;
}
column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;
if (column->SortOrder != -1 && !column->IsEnabled)
table->IsSortSpecsDirty = true;
if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
table->IsSortSpecsDirty = true;
// Auto-fit unsized columns
const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);
if (start_auto_fit)
column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
if (!column->IsEnabled)
{
column->IndexWithinEnabledSet = -1;
continue;
}
// Mark as enabled and link to previous/next enabled column
column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
column->NextEnabledColumn = -1;
if (prev_visible_column_idx != -1)
table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
else
table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
ImBitArraySetBit(table->EnabledMaskByIndex, column_n);
ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);
prev_visible_column_idx = column_n;
IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
// Combine width from regular rows + width from headers unless requested not to.
if (!column->IsPreserveWidthAuto)
column->WidthAuto = TableGetColumnWidthAuto(table, column);
// Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
if (column_is_resizable)
has_resizable = true;
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)
column->WidthAuto = column->InitStretchWeightOrWidth;
if (column->AutoFitQueue != 0x00)
has_auto_fit_request = true;
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
{
stretch_sum_width_auto += column->WidthAuto;
count_stretch++;
}
else
{
fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);
count_fixed++;
}
}
if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
table->IsSortSpecsDirty = true;
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
// the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
// FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
table->InnerWindow->SkipItems = false;
if (has_auto_fit_request)
table->IsSettingsDirty = true;
// [Part 3] Fix column flags and record a few extra information.
float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.
float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns.
table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
continue;
ImGuiTableColumn* column = &table->Columns[column_n];
const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
{
// Apply same widths policy
float width_auto = column->WidthAuto;
if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
width_auto = fixed_max_width_auto;
// Apply automatic width
// Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
if (column->AutoFitQueue != 0x00)
column->WidthRequest = width_auto;
else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)
column->WidthRequest = width_auto;
// FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
// (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
// large height (= first frame scrollbar display very off + clipper would skip lots of items).
// This is merely making the side-effect less extreme, but doesn't properly fixes it.
// FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
// FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
sum_width_requests += column->WidthRequest;
}
else
{
// Initialize stretch weight
if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)
{
if (column->InitStretchWeightOrWidth > 0.0f)
column->StretchWeight = column->InitStretchWeightOrWidth;
else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)
column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;
else
column->StretchWeight = 1.0f;
}
stretch_sum_weights += column->StretchWeight;
if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)
table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)
table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
}
column->IsPreserveWidthAuto = false;
sum_width_requests += table->CellPaddingX * 2.0f;
}
table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
table->ColumnsStretchSumWeights = stretch_sum_weights;
// [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect;
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
continue;
ImGuiTableColumn* column = &table->Columns[column_n];
// Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
{
float weight_ratio = column->StretchWeight / stretch_sum_weights;
column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
width_remaining_for_stretched_columns -= column->WidthRequest;
}
// [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
// See additional comments in TableSetColumnWidth().
if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
// Assign final width, record width in case we will need to shrink
column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
table->ColumnsGivenWidth += column->WidthGiven;
}
// [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
// Using right-to-left distribution (more likely to match resizing cursor).
if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))
for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
continue;
ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
column->WidthRequest += 1.0f;
column->WidthGiven += 1.0f;
width_remaining_for_stretched_columns -= 1.0f;
}
// Determine if table is hovered which will be used to flag columns as hovered.
// - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
// but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
// clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
// - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table_instance->HoveredRowLast = table_instance->HoveredRowNext;
table_instance->HoveredRowNext = -1;
table->HoveredColumnBody = table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const ImGuiID backup_active_id = g.ActiveId;
g.ActiveId = 0;
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
g.ActiveId = backup_active_id;
// Determine skewed MousePos.x to support angled headers.
float mouse_skewed_x = g.IO.MousePos.x;
if (table->AngledHeadersHeight > 0.0f)
if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
int visible_n = 0;
bool has_at_least_one_column_requesting_output = false;
bool offset_x_frozen = (table->FreezeColumnsCount > 0);
float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
ImRect host_clip_rect = table->InnerClipRect;
//host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;
ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
{
offset_x += work_rect.Min.x - table->OuterRect.Min.x;
offset_x_frozen = false;
}
// Clear status flags
column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
{
// Hidden column: clear a few fields and we are done with it for the remainder of the function.
// We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
column->WidthGiven = 0.0f;
column->ClipRect.Min.y = work_rect.Min.y;
column->ClipRect.Max.y = FLT_MAX;
column->ClipRect.ClipWithFull(host_clip_rect);
column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;
column->IsSkipItems = true;
column->ItemWidth = 1.0f;
continue;
}
// Detect hovered column
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
// Lock start position
column->MinX = offset_x;
// Lock width based on start position and minimum/maximum width for this position
float max_width = TableGetMaxColumnWidth(table, column_n);
column->WidthGiven = ImMin(column->WidthGiven, max_width);
column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
// Lock other positions
// - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
const float previous_instance_work_min_x = column->WorkMinX;
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
column->ClipRect.Min.x = column->MinX;
column->ClipRect.Min.y = work_rect.Min.y;
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
column->ClipRect.Max.y = FLT_MAX;
column->ClipRect.ClipWithFull(host_clip_rect);
// Mark column as Clipped (not in sight)
// Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
// FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
// Taking advantage of LastOuterHeight would yield good results there...
// FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
// and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
// Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);
const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;
if (is_visible)
ImBitArraySetBit(table->VisibleMaskByIndex, column_n);
// Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
// Mark column as SkipItems (ignoring all items/layout)
// (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
if (column->IsSkipItems)
IM_ASSERT(!is_visible);
if (column->IsRequestOutput && !column->IsSkipItems)
has_at_least_one_column_requesting_output = true;
// Update status flags
column->Flags |= ImGuiTableColumnFlags_IsEnabled;
if (is_visible)
column->Flags |= ImGuiTableColumnFlags_IsVisible;
if (column->SortOrder != -1)
column->Flags |= ImGuiTableColumnFlags_IsSorted;
if (table->HoveredColumnBody == column_n)
column->Flags |= ImGuiTableColumnFlags_IsHovered;
// Alignment
// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
// many cases (to be able to honor this we might be able to store a log of cells width, per row, for
// visible rows, but nav/programmatic scroll would have visible artifacts.)
//if (column->Flags & ImGuiTableColumnFlags_AlignRight)
// column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);
//else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
// Reset content width variables
if (table->InstanceCurrent == 0)
{
column->ContentMaxXFrozen = column->WorkMinX;
column->ContentMaxXUnfrozen = column->WorkMinX;
column->ContentMaxXHeadersUsed = column->WorkMinX;
column->ContentMaxXHeadersIdeal = column->WorkMinX;
}
else
{
// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
column->ContentMaxXFrozen += offset_from_previous_instance;
column->ContentMaxXUnfrozen += offset_from_previous_instance;
column->ContentMaxXHeadersUsed += offset_from_previous_instance;
column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
}
// Don't decrement auto-fit counters until container window got a chance to submit its items
if (table->HostSkipItems == false)
{
column->AutoFitQueue >>= 1;
column->CannotSkipItemsQueue >>= 1;
}
if (visible_n < table->FreezeColumnsCount)
host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
visible_n++;
}
// In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
// Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
if (has_at_least_one_column_requesting_output == false)
{
table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
}
// [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
// Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
// because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
if (is_hovering_table && table->HoveredColumnBody == -1)
if (mouse_skewed_x >= unused_x1)
table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
table->Flags &= ~ImGuiTableFlags_Resizable;
table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
// [Part 8] Lock actual OuterRect/WorkRect right-most position.
// This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
// Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
if (table->RightMostStretchedColumn != -1)
table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
if (table->Flags & ImGuiTableFlags_NoHostExtendX)
{
table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
}
table->InnerWindow->ParentWorkRect = table->WorkRect;
table->BorderX1 = table->InnerClipRect.Min.x;
table->BorderX2 = table->InnerClipRect.Max.x;
// Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
float window_content_max_y;
if (table->Flags & ImGuiTableFlags_NoHostExtendY)
window_content_max_y = table->OuterRect.Max.y;
else
window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
// [Part 9] Allocate draw channels and setup background cliprect
TableSetupDrawChannels(table);
// [Part 10] Hit testing on borders
if (table->Flags & ImGuiTableFlags_Resizable)
TableUpdateBorders(table);
table_instance->LastTopHeadersRowHeight = 0.0f;
table->IsLayoutLocked = true;
table->IsUsingHeaders = false;
// Highlight header
table->HighlightColumnHeader = -1;
if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
table->HighlightColumnHeader = table->ContextPopupColumn;
else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
table->HighlightColumnHeader = table->HoveredColumnBody;
// [Part 11] Default context menu
// - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
// - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
// - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
// e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
{
TableDrawDefaultContextMenu(table, table->Flags);
EndPopup();
}
// [Part 12] Sanitize and build sort specs before we have a chance to use them for display.
// This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
TableSortSpecsBuild(table);
// [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
if (table->FreezeColumnsRequest > 0)
table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
if (table->FreezeRowsRequest > 0)
table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
table_instance->LastFrozenHeight = 0.0f;
// Initial state
ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
else
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
}
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
void ImGui::TableUpdateBorders(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
// At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
// use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
continue;
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
continue;
// ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()
const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;
if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)
continue;
if (!column->IsVisibleX && table->LastResizedColumn != column_n)
continue;
ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
if (pressed && IsMouseDoubleClicked(0))
{
TableSetColumnWidthAutoSingle(table, column_n);
ClearActiveID();
held = false;
}
if (held)
{
if (table->LastResizedColumn == -1)
table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
table->InstanceInteracted = table->InstanceCurrent;
}
if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
{
table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;
SetMouseCursor(ImGuiMouseCursor_ResizeEW);
}
}
}
void ImGui::EndTable()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
// cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
//IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
// If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our
// code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
const ImGuiTableFlags flags = table->Flags;
ImGuiWindow* inner_window = table->InnerWindow;
ImGuiWindow* outer_window = table->OuterWindow;
ImGuiTableTempData* temp_data = table->TempData;
IM_ASSERT(inner_window == g.CurrentWindow);
IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
if (table->IsInsideRow)
TableEndRow(table);
// Context menu in columns body
if (flags & ImGuiTableFlags_ContextMenuInBody)
if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
TableOpenContextMenu((int)table->HoveredColumnBody);
// Finalize table height
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
const float inner_content_max_y = table->RowPosY2;
IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
if (inner_window != outer_window)
inner_window->DC.CursorMaxPos.y = inner_content_max_y;
else if (!(flags & ImGuiTableFlags_NoHostExtendY))
table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
table_instance->LastOuterHeight = table->OuterRect.GetHeight();
// Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
// but since the later is likely to be impossible to do we'd rather update both axises together.
if (table->Flags & ImGuiTableFlags_ScrollX)
{
const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
if (table->RightMostEnabledColumn != -1)
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
if (table->ResizedColumn != -1)
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
}
// Pop clipping rect
if (!(flags & ImGuiTableFlags_NoClip))
inner_window->DrawList->PopClipRect();
inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
// Draw borders
if ((flags & ImGuiTableFlags_Borders) != 0)
TableDrawBorders(table);
#if 0
// Strip out dummy channel draw calls
// We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
// Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
// Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
{
ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
dummy_channel->_CmdBuffer.resize(0);
dummy_channel->_IdxBuffer.resize(0);
}
#endif
// Flatten channels and merge draw calls
ImDrawListSplitter* splitter = table->DrawSplitter;
splitter->SetCurrentChannel(inner_window->DrawList, 0);
if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
TableMergeDrawChannels(table);
splitter->Merge(inner_window->DrawList);
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
float auto_fit_width_for_fixed = 0.0f;
float auto_fit_width_for_stretched = 0.0f;
float auto_fit_width_for_stretched_min = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
{
ImGuiTableColumn* column = &table->Columns[column_n];
float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
auto_fit_width_for_fixed += column_width_request;
else
auto_fit_width_for_stretched += column_width_request;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
}
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
// Update scroll
if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
{
inner_window->Scroll.x = 0.0f;
}
else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
{
// When releasing a column being resized, scroll to keep the resulting column in sight
const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;
ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
if (column->MaxX < table->InnerClipRect.Min.x)
SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
else if (column->MaxX > table->InnerClipRect.Max.x)
SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
}
// Apply resizing/dragging at the end of the frame
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
{
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
table->ResizedColumnNextWidth = new_width;
}
table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
// Pop from id stack
IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
if (table->InstanceCurrent > 0)
PopID();
PopID();
// Restore window data that we modified
const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
inner_window->WorkRect = temp_data->HostBackupWorkRect;
inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
inner_window->SkipItems = table->HostSkipItems;
outer_window->DC.CursorPos = table->OuterRect.Min;
outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
// Layout in outer window
// (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
if (inner_window != outer_window)
{
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
EndChild();
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
}
else
{
ItemSize(table->OuterRect.GetSize());
ItemAdd(table->OuterRect, 0);
}
// Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar
if (table->Flags & ImGuiTableFlags_NoHostExtendX)
{
// FIXME-TABLE: Could we remove this section?
// ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents
IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
}
else if (temp_data->UserOuterSize.x <= 0.0f)
{
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
}
else
{
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
}
if (temp_data->UserOuterSize.y <= 0.0f)
{
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
}
else
{
// OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);
}
// Save settings
if (table->IsSettingsDirty)
TableSaveSettings(table);
table->IsInitializing = false;
// Clear or restore current table, if any
IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
IM_ASSERT(g.TablesTempDataStacked > 0);
temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
if (g.CurrentTable)
{
g.CurrentTable->TempData = temp_data;
g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
}
outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
NavUpdateCurrentWindowIsScrollPushableX();
}
// See "COLUMNS SIZING POLICIES" comments at the top of this file
// If (init_width_or_weight <= 0.0f) it is ignored
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
if (table->DeclColumnsCount >= table->ColumnsCount)
{
IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
return;
}
ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
table->DeclColumnsCount++;
// Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.
// Give a grace to users of ImGuiTableFlags_ScrollX.
if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)
IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
// When passing a width automatically enforce WidthFixed policy
// (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
flags |= ImGuiTableColumnFlags_WidthFixed;
if (flags & ImGuiTableColumnFlags_AngledHeader)
{
flags |= ImGuiTableColumnFlags_NoHeaderLabel;
table->AngledHeadersCount++;
}
TableSetupColumnFlags(table, column, flags);
column->UserID = user_id;
flags = column->Flags;
// Initialize defaults
column->InitStretchWeightOrWidth = init_width_or_weight;
if (table->IsInitializing)
{
// Init width or weight
if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
{
if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
column->WidthRequest = init_width_or_weight;
if (flags & ImGuiTableColumnFlags_WidthStretch)
column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
// Disable auto-fit if an explicit width/weight has been specified
if (init_width_or_weight > 0.0f)
column->AutoFitQueue = 0x00;
}
// Init default visibility/sort state
if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
column->IsUserEnabled = column->IsUserEnabledNextFrame = false;
if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
{
column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
}
}
// Store name (append with zero-terminator in contiguous buffer)
// FIXME: If we recorded the number of \n in names we could compute header row height
column->NameOffset = -1;
if (label != NULL && label[0] != 0)
{
column->NameOffset = (ImS16)table->ColumnsNames.size();
table->ColumnsNames.append(label, label + strlen(label) + 1);
}
}
// [Public]
void ImGui::TableSetupScrollFreeze(int columns, int rows)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
{
int order_n = table->DisplayOrderToIndex[column_n];
if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
{
ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] Tables: Simple accessors
//-----------------------------------------------------------------------------
// - TableGetColumnCount()
// - TableGetColumnName()
// - TableGetColumnName() [Internal]
// - TableSetColumnEnabled()
// - TableGetColumnFlags()
// - TableGetCellBgRect() [Internal]
// - TableGetColumnResizeID() [Internal]
// - TableGetHoveredColumn() [Internal]
// - TableGetHoveredRow() [Internal]
// - TableSetBgColor()
//-----------------------------------------------------------------------------
int ImGui::TableGetColumnCount()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
return table ? table->ColumnsCount : 0;
}
const char* ImGui::TableGetColumnName(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return NULL;
if (column_n < 0)
column_n = table->CurrentColumn;
return TableGetColumnName(table, column_n);
}
const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
{
if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)
return ""; // NameOffset is invalid at this point
const ImGuiTableColumn* column = &table->Columns[column_n];
if (column->NameOffset == -1)
return "";
return &table->ColumnsNames.Buf[column->NameOffset];
}
// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view)
// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.
// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().
// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.
// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.
void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL);
if (!table)
return;
IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
if (column_n < 0)
column_n = table->CurrentColumn;
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
ImGuiTableColumn* column = &table->Columns[column_n];
column->IsUserEnabledNextFrame = enabled;
}
// We allow querying for an extra column in order to poll the IsHovered state of the right-most section
ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return ImGuiTableColumnFlags_None;
if (column_n < 0)
column_n = table->CurrentColumn;
if (column_n == table->ColumnsCount)
return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;
return table->Columns[column_n].Flags;
}
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
float x2 = column->MaxX;
//if (column->PrevEnabledColumn == -1)
// x1 -= table->OuterPaddingX;
//if (column->NextEnabledColumn == -1)
// x2 += table->OuterPaddingX;
x1 = ImMax(x1, table->WorkRect.Min.x);
x2 = ImMin(x2, table->WorkRect.Max.x);
return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
}
// Return the resizing ID for the right-side of the given column.
ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no)
{
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
ImGuiID instance_id = TableGetInstanceID(table, instance_no);
return instance_id + 1 + column_n; // FIXME: #6140: still not ideal
}
// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column.
int ImGui::TableGetHoveredColumn()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return -1;
return (int)table->HoveredColumnBody;
}
// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.
// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.
// This difference with is the reason why this is not public yet.
int ImGui::TableGetHoveredRow()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return -1;
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
return (int)table_instance->HoveredRowLast;
}
void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(target != ImGuiTableBgTarget_None);
if (color == IM_COL32_DISABLE)
color = 0;
// We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
switch (target)
{
case ImGuiTableBgTarget_CellBg:
{
if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
return;
if (column_n == -1)
column_n = table->CurrentColumn;
if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
return;
if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)
table->RowCellDataCurrent++;
ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];
cell_data->BgColor = color;
cell_data->Column = (ImGuiTableColumnIdx)column_n;
break;
}
case ImGuiTableBgTarget_RowBg0:
case ImGuiTableBgTarget_RowBg1:
{
if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
return;
IM_ASSERT(column_n == -1);
int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
table->RowBgColor[bg_idx] = color;
break;
}
default:
IM_ASSERT(0);
}
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Row changes
//-------------------------------------------------------------------------
// - TableGetRowIndex()
// - TableNextRow()
// - TableBeginRow() [Internal]
// - TableEndRow() [Internal]
//-------------------------------------------------------------------------
// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
int ImGui::TableGetRowIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return 0;
return table->CurrentRow;
}
// [Public] Starts into the first cell of a new row
void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
if (table->IsInsideRow)
TableEndRow(table);
table->LastRowFlags = table->RowFlags;
table->RowFlags = row_flags;
table->RowCellPaddingY = g.Style.CellPadding.y;
table->RowMinHeight = row_min_height;
TableBeginRow(table);
// We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
// because that would essentially require a unique clipping rectangle per-cell.
table->RowPosY2 += table->RowCellPaddingY * 2.0f;
table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
// Disable output until user calls TableNextColumn()
table->InnerWindow->SkipItems = true;
}
// [Internal] Only called by TableNextRow()
void ImGui::TableBeginRow(ImGuiTable* table)
{
ImGuiWindow* window = table->InnerWindow;
IM_ASSERT(!table->IsInsideRow);
// New row
table->CurrentRow++;
table->CurrentColumn = -1;
table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;
table->RowCellDataCurrent = -1;
table->IsInsideRow = true;
// Begin frozen rows
float next_y1 = table->RowPosY2;
if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 = next_y1;
table->RowTextBaseline = 0.0f;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.
window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.CursorMaxPos.y = next_y1;
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
if (table->RowFlags & ImGuiTableRowFlags_Headers)
{
TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));
if (table->CurrentRow == 0)
table->IsUsingHeaders = true;
}
}
// [Internal] Called by TableNextRow()
void ImGui::TableEndRow(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window == table->InnerWindow);
IM_ASSERT(table->IsInsideRow);
if (table->CurrentColumn != -1)
TableEndCell(table);
// Logging
if (g.LogEnabled)
LogRenderedText(NULL, "|");
// Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
// likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
window->DC.CursorPos.y = table->RowPosY2;
// Row background fill
const float bg_y1 = table->RowPosY1;
const float bg_y2 = table->RowPosY2;
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible)
{
// Update data for TableGetHoveredRow()
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
table_instance->HoveredRowNext = table->CurrentRow;
// Decide of background color for the row
ImU32 bg_col0 = 0;
ImU32 bg_col1 = 0;
if (table->RowBgColor[0] != IM_COL32_DISABLE)
bg_col0 = table->RowBgColor[0];
else if (table->Flags & ImGuiTableFlags_RowBg)
bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
if (table->RowBgColor[1] != IM_COL32_DISABLE)
bg_col1 = table->RowBgColor[1];
// Decide of top border color
ImU32 top_border_col = 0;
const float border_size = TABLE_BORDER_SIZE;
if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
const bool draw_strong_bottom_border = unfreeze_rows_actual;
if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
{
// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
}
// Draw row background
// We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
if (bg_col0 || bg_col1)
{
ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
row_rect.ClipWith(table->BgClipRect);
if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)
window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);
if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)
window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);
}
// Draw cell background color
if (draw_cell_bg_color)
{
ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
{
// As we render the BG here we need to clip things (for layout we would not)
// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
}
}
// Draw top border
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
// Draw bottom border at the row unfreezing mark (always strong)
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
}
// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
// get the new cursor position.
if (unfreeze_rows_request)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
}
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
table->RowBgColorCounter++;
table->IsInsideRow = false;
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Columns changes
//-------------------------------------------------------------------------
// - TableGetColumnIndex()
// - TableSetColumnIndex()
// - TableNextColumn()
// - TableBeginCell() [Internal]
// - TableEndCell() [Internal]
//-------------------------------------------------------------------------
int ImGui::TableGetColumnIndex()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return 0;
return table->CurrentColumn;
}
// [Public] Append into a specific column
bool ImGui::TableSetColumnIndex(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return false;
if (table->CurrentColumn != column_n)
{
if (table->CurrentColumn != -1)
TableEndCell(table);
IM_ASSERT(column_n >= 0 && table->ColumnsCount);
TableBeginCell(table, column_n);
}
// Return whether the column is visible. User may choose to skip submitting items based on this return value,
// however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
return table->Columns[column_n].IsRequestOutput;
}
// [Public] Append into the next column, wrap and create a new row when already on last column
bool ImGui::TableNextColumn()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return false;
if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)
{
if (table->CurrentColumn != -1)
TableEndCell(table);
TableBeginCell(table, table->CurrentColumn + 1);
}
else
{
TableNextRow();
TableBeginCell(table, 0);
}
// Return whether the column is visible. User may choose to skip submitting items based on this return value,
// however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
return table->Columns[table->CurrentColumn].IsRequestOutput;
}
// [Internal] Called by TableSetColumnIndex()/TableNextColumn()
// This is called very frequently, so we need to be mindful of unnecessary overhead.
// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTableColumn* column = &table->Columns[column_n];
ImGuiWindow* window = table->InnerWindow;
table->CurrentColumn = column_n;
// Start position is roughly ~~ CellRect.Min + CellPadding + Indent
float start_x = column->WorkMinX;
if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
window->DC.CursorPos.x = start_x;
window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;
window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
// Note how WorkRect.Max.y is only set once during layout
window->WorkRect.Min.y = window->DC.CursorPos.y;
window->WorkRect.Min.x = column->WorkMinX;
window->WorkRect.Max.x = column->WorkMaxX;
window->DC.ItemWidth = column->ItemWidth;
window->SkipItems = column->IsSkipItems;
if (column->IsSkipItems)
{
g.LastItemData.ID = 0;
g.LastItemData.StatusFlags = 0;
}
if (table->Flags & ImGuiTableFlags_NoClip)
{
// FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
//IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
}
else
{
// FIXME-TABLE: Could avoid this if draw channel is dummy channel?
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
}
// Logging
if (g.LogEnabled && !column->IsSkipItems)
{
LogRenderedText(&window->DC.CursorPos, "|");
g.LogLinePosY = FLT_MAX;
}
}
// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
void ImGui::TableEndCell(ImGuiTable* table)
{
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow;
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Report maximum position so we can infer content size per column.
float* p_max_pos_x;
if (table->RowFlags & ImGuiTableRowFlags_Headers)
p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
else
p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
*p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
if (column->IsEnabled)
table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);
column->ItemWidth = window->DC.ItemWidth;
// Propagate text baseline for the entire row
// FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Columns width management
//-------------------------------------------------------------------------
// - TableGetMaxColumnWidth() [Internal]
// - TableGetColumnWidthAuto() [Internal]
// - TableSetColumnWidth()
// - TableSetColumnWidthAutoSingle() [Internal]
// - TableSetColumnWidthAutoAll() [Internal]
// - TableUpdateColumnsWeightFromWidth() [Internal]
//-------------------------------------------------------------------------
// Note that actual columns widths are computed in TableUpdateLayout().
//-------------------------------------------------------------------------
// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float max_width = FLT_MAX;
const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;
if (table->Flags & ImGuiTableFlags_ScrollX)
{
// Frozen columns can't reach beyond visible width else scrolling will naturally break.
// (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
if (column->DisplayOrder < table->FreezeColumnsRequest)
{
max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;
}
}
else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
{
// If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
// sure they are all visible. Because of this we also know that all of the columns will always fit in
// table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
// FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.
// See "table_width_distrib" and "table_width_keep_visible" tests
max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;
//max_width -= table->CellSpacingX1;
max_width -= table->CellSpacingX2;
max_width -= table->CellPaddingX * 2.0f;
max_width -= table->OuterPaddingX;
}
return max_width;
}
// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field
float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)
{
const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;
const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;
float width_auto = content_width_body;
if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
width_auto = ImMax(width_auto, content_width_headers);
// Non-resizable fixed columns preserve their requested width
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))
width_auto = column->InitStretchWeightOrWidth;
return ImMax(width_auto, table->MinColumnWidth);
}
// 'width' = inner column width, without padding
void ImGui::TableSetColumnWidth(int column_n, float width)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
ImGuiTableColumn* column_0 = &table->Columns[column_n];
float column_0_width = width;
// Apply constraints early
// Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
IM_ASSERT(table->MinColumnWidth > 0.0f);
const float min_width = table->MinColumnWidth;
const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
column_0_width = ImClamp(column_0_width, min_width, max_width);
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return;
//IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
// - All fixed: easy.
// - All stretch: easy.
// - One or more fixed + one stretch: easy.
// - One or more fixed + more than one stretch: tricky.
// Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here.
// When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
// FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
// Scenarios:
// - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
// - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
// - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.
// - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
// - W1 W2 W3 resize from W1| or W2| --> ok
// - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
// - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
// - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
// - W1 W2 F3 resize from W1| or W2| --> ok
// - W1 F2 W3 resize from W1| or F2| --> ok
// - F1 W2 F3 resize from W2| --> ok
// - F1 W3 F2 resize from W3| --> ok
// - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move.
// - W1 F2 F3 resize from F2| --> ok
// All resizes from a Wx columns are locking other columns.
// Possible improvements:
// - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.
// - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.
// [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
// If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.
// This is the preferred resize path
if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)
{
column_0->WidthRequest = column_0_width;
table->IsSettingsDirty = true;
return;
}
// We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)
if (column_1 == NULL)
column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;
if (column_1 == NULL)
return;
// Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.
// (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);
column_0->WidthRequest = column_0_width;
column_1->WidthRequest = column_1_width;
if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)
TableUpdateColumnsWeightFromWidth(table);
table->IsSettingsDirty = true;
}
// Disable clipping then auto-fit, will take 2 frames
// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
{
// Single auto width uses auto-fit
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsEnabled)
return;
column->CannotSkipItemsQueue = (1 << 0);
table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;
}
void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column
continue;
column->CannotSkipItemsQueue = (1 << 0);
column->AutoFitQueue = (1 << 1);
}
}
void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
{
IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);
// Measure existing quantities
float visible_weight = 0.0f;
float visible_width = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
IM_ASSERT(column->StretchWeight > 0.0f);
visible_weight += column->StretchWeight;
visible_width += column->WidthRequest;
}
IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
// Apply new weights
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
continue;
column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;
IM_ASSERT(column->StretchWeight > 0.0f);
}
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Drawing
//-------------------------------------------------------------------------
// - TablePushBackgroundChannel() [Internal]
// - TablePopBackgroundChannel() [Internal]
// - TableSetupDrawChannels() [Internal]
// - TableMergeDrawChannels() [Internal]
// - TableGetColumnBorderCol() [Internal]
// - TableDrawBorders() [Internal]
//-------------------------------------------------------------------------
// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
void ImGui::TablePushBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiTable* table = g.CurrentTable;
// Optimization: avoid SetCurrentChannel() + PushClipRect()
table->HostBackupInnerClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
}
void ImGui::TablePopBackgroundChannel()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiTable* table = g.CurrentTable;
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
// Optimization: avoid PopClipRect() + SetCurrentChannel()
SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
}
// Allocate draw channels. Called by TableUpdateLayout()
// - We allocate them following storage order instead of display order so reordering columns won't needlessly
// increase overall dormant memory cost.
// - We isolate headers draw commands in their own channels instead of just altering clip rects.
// This is in order to facilitate merging of draw commands.
// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
// Draw channel allocation (before merging):
// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
// - Clip --> 2+D+N channels
// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
void ImGui::TableSetupDrawChannels(ImGuiTable* table)
{
const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;
const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;
const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
int draw_channel_current = 2;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->IsVisibleX && column->IsVisibleY)
{
column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);
column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
if (!(table->Flags & ImGuiTableFlags_NoClip))
draw_channel_current++;
}
else
{
column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;
}
column->DrawChannelCurrent = column->DrawChannelFrozen;
}
// Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.
// All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
// (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
table->BgClipRect = table->InnerClipRect;
table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
table->Bg2ClipRectForDrawCmd = table->HostClipRect;
IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
}
// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,
// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().
//
// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
// this we merge their clip rect and make them contiguous in the channel list, so they can be merged
// by the call to DrawSplitter.Merge() following to the call to this function.
// We reorder draw commands by arranging them into a maximum of 4 distinct groups:
//
// 1 group: 2 groups: 2 groups: 4 groups:
// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
//
// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
// based on its position (within frozen rows/columns groups or not).
// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
// This function assume that each column are pointing to a distinct draw channel,
// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
//
// Column channels will not be merged into one of the 1-4 groups in the following cases:
// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
// matches, by e.g. calling SetCursorScreenPos().
// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..
// we could do better but it's going to be rare and probably not worth the hassle.
// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
//
// This function is particularly tricky to understand.. take a breath.
void ImGui::TableMergeDrawChannels(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
ImDrawListSplitter* splitter = table->DrawSplitter;
const bool has_freeze_v = (table->FreezeRowsCount > 0);
const bool has_freeze_h = (table->FreezeColumnsCount > 0);
IM_ASSERT(splitter->_Current == 0);
// Track which groups we are going to attempt to merge, and which channels goes into each group.
struct MergeGroup
{
ImRect ClipRect;
int ChannelsCount = 0;
ImBitArrayPtr ChannelsMask = NULL;
};
int merge_group_mask = 0x00;
MergeGroup merge_groups[4];
// Use a reusable temp buffer for the merge masks as they are dynamically sized.
const int max_draw_channels = (4 + table->ColumnsCount * 2);
const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);
g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);
memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);
for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)
merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));
ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));
// 1. Scan channels and take note of those which can be merged
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
continue;
ImGuiTableColumn* column = &table->Columns[column_n];
const int merge_group_sub_count = has_freeze_v ? 2 : 1;
for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
{
const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;
// Don't attempt to merge if there are multiple draw calls within the column
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
src_channel->_CmdBuffer.pop_back();
if (src_channel->_CmdBuffer.Size != 1)
continue;
// Find out the width of this merge group and check if it will fit in our column
// (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)
if (!(column->Flags & ImGuiTableColumnFlags_NoClip))
{
float content_max_x;
if (!has_freeze_v)
content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze
else if (merge_group_sub_n == 0)
content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze
else
content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze
if (content_max_x > column->ClipRect.Max.x)
continue;
}
const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);
IM_ASSERT(channel_no < max_draw_channels);
MergeGroup* merge_group = &merge_groups[merge_group_n];
if (merge_group->ChannelsCount == 0)
merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
ImBitArraySetBit(merge_group->ChannelsMask, channel_no);
merge_group->ChannelsCount++;
merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
merge_group_mask |= (1 << merge_group_n);
}
// Invalidate current draw channel
// (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)
column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;
}
// [DEBUG] Display merge groups
#if 0
if (g.IO.KeyShift)
for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
{
MergeGroup* merge_group = &merge_groups[merge_group_n];
if (merge_group->ChannelsCount == 0)
continue;
char buf[32];
ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount);
ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);
ImVec2 text_size = CalcTextSize(buf, NULL);
GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));
GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);
GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));
}
#endif
// 2. Rewrite channel list in our preferred order
if (merge_group_mask != 0)
{
// We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
const int LEADING_DRAW_CHANNELS = 2;
g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);
ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);
IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
//ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
ImRect host_rect = table->HostClipRect;
for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
{
if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
{
MergeGroup* merge_group = &merge_groups[merge_group_n];
ImRect merge_clip_rect = merge_group->ClipRect;
// Extend outer-most clip limits to match those of host, so draw calls can be merged even if
// outer-most columns have some outer padding offsetting them from their parent ClipRect.
// The principal cases this is dealing with are:
// - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge
// - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge
// FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit
// within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.
if ((merge_group_n & 1) == 0 || !has_freeze_h)
merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
if ((merge_group_n & 2) == 0 || !has_freeze_v)
merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
if ((merge_group_n & 1) != 0)
merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
//GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG]
//GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));
//GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));
remaining_count -= merge_group->ChannelsCount;
for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)
remaining_mask[n] &= ~merge_group->ChannelsMask[n];
for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
{
// Copy + overwrite new clip rect
if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))
continue;
IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);
merge_channels_count--;
ImDrawChannel* channel = &splitter->_Channels[n];
IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
}
}
// Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)
if (merge_group_n == 1 && has_freeze_v)
memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));
}
// Append unmergeable channels that we didn't reorder at the end of the list
for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
{
if (!IM_BITARRAY_TESTBIT(remaining_mask, n))
continue;
ImDrawChannel* channel = &splitter->_Channels[n];
memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
remaining_count--;
}
IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
}
}
static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
{
const bool is_hovered = (table->HoveredColumnBorder == column_n);
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
if (is_resized || is_hovered)
return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
return table->BorderColorStrong;
return table->BorderColorLight;
}
// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
void ImGui::TableDrawBorders(ImGuiTable* table)
{
ImGuiWindow* inner_window = table->InnerWindow;
if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
return;
ImDrawList* inner_drawlist = inner_window->DrawList;
table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV)
{
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
continue;
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
const bool is_hovered = (table->HoveredColumnBorder == column_n);
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
continue;
// Decide whether right-most column is visible
if (column->NextEnabledColumn == -1 && !is_resizable)
if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
continue;
if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
continue;
// Draw in outer window so right-most column won't be clipped
// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
if (draw_y2 > draw_y1)
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
}
}
// Draw outer border
// FIXME: could use AddRect or explicit VLine/HLine helper?
if (table->Flags & ImGuiTableFlags_BordersOuter)
{
// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
// of it in inner window, and the part that's over scrollbars in the outer window..)
// Either solution currently won't allow us to use a larger border size: the border would clipped.
const ImRect outer_border = table->OuterRect;
const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{
inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterH)
{
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
}
}
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
{
// Draw bottom-most row border between it is above outer border.
const float border_y = table->RowPosY2;
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
}
inner_drawlist->PopClipRect();
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Sorting
//-------------------------------------------------------------------------
// - TableGetSortSpecs()
// - TableFixColumnSortDirection() [Internal]
// - TableGetColumnNextSortDirection() [Internal]
// - TableSetColumnSortDirection() [Internal]
// - TableSortSpecsSanitize() [Internal]
// - TableSortSpecsBuild() [Internal]
//-------------------------------------------------------------------------
// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL);
if (!(table->Flags & ImGuiTableFlags_Sortable))
return NULL;
// Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
TableSortSpecsBuild(table);
return &table->SortSpecs;
}
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
{
IM_ASSERT(n < column->SortDirectionsAvailCount);
return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
}
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
{
if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
return;
column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
table->IsSortSpecsDirty = true;
}
// Calculate next sort direction that would be set after clicking the column
// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
{
IM_ASSERT(column->SortDirectionsAvailCount > 0);
if (column->SortOrder == -1)
return TableGetColumnAvailSortDirection(column, 0);
for (int n = 0; n < 3; n++)
if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
IM_ASSERT(0);
return ImGuiSortDirection_None;
}
// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!(table->Flags & ImGuiTableFlags_SortMulti))
append_to_sort_specs = false;
if (!(table->Flags & ImGuiTableFlags_SortTristate))
IM_ASSERT(sort_direction != ImGuiSortDirection_None);
ImGuiTableColumnIdx sort_order_max = 0;
if (append_to_sort_specs)
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
ImGuiTableColumn* column = &table->Columns[column_n];
column->SortDirection = (ImU8)sort_direction;
if (column->SortDirection == ImGuiSortDirection_None)
column->SortOrder = -1;
else if (column->SortOrder == -1 || !append_to_sort_specs)
column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
if (other_column != column && !append_to_sort_specs)
other_column->SortOrder = -1;
TableFixColumnSortDirection(table, other_column);
}
table->IsSettingsDirty = true;
table->IsSortSpecsDirty = true;
}
void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
{
IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
// Clear SortOrder from hidden column and verify that there's no gap or duplicate.
int sort_order_count = 0;
ImU64 sort_order_mask = 0x00;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->SortOrder != -1 && !column->IsEnabled)
column->SortOrder = -1;
if (column->SortOrder == -1)
continue;
sort_order_count++;
sort_order_mask |= ((ImU64)1 << column->SortOrder);
IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
}
const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
if (need_fix_linearize || need_fix_single_sort_order)
{
ImU64 fixed_mask = 0x00;
for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
{
// Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
// (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
int column_with_smallest_sort_order = -1;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
column_with_smallest_sort_order = column_n;
IM_ASSERT(column_with_smallest_sort_order != -1);
fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;
// Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
if (need_fix_single_sort_order)
{
sort_order_count = 1;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (column_n != column_with_smallest_sort_order)
table->Columns[column_n].SortOrder = -1;
break;
}
}
}
// Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag)
if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))
{
sort_order_count = 1;
column->SortOrder = 0;
column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
break;
}
}
table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;
}
void ImGui::TableSortSpecsBuild(ImGuiTable* table)
{
bool dirty = table->IsSortSpecsDirty;
if (dirty)
{
TableSortSpecsSanitize(table);
table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
table->SortSpecs.SpecsDirty = true; // Mark as dirty for user
table->IsSortSpecsDirty = false; // Mark as not dirty for us
}
// Write output
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
if (dirty && sort_specs != NULL)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->SortOrder == -1)
continue;
IM_ASSERT(column->SortOrder < table->SortSpecsCount);
ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];
sort_spec->ColumnUserID = column->UserID;
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
}
table->SortSpecs.Specs = sort_specs;
table->SortSpecs.SpecsCount = table->SortSpecsCount;
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Headers
//-------------------------------------------------------------------------
// - TableGetHeaderRowHeight() [Internal]
// - TableGetHeaderAngledMaxLabelWidth() [Internal]
// - TableHeadersRow()
// - TableHeader()
// - TableAngledHeadersRow()
// - TableAngledHeadersRowEx() [Internal]
//-------------------------------------------------------------------------
float ImGui::TableGetHeaderRowHeight()
{
// Caring for a minor edge case:
// Calculate row height, for the unlikely case that some labels may be taller than others.
// If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
// In your custom header row you may omit this all together and just call TableNextRow() without a height...
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
float row_height = g.FontSize;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
return row_height + g.Style.CellPadding.y * 2.0f;
}
float ImGui::TableGetHeaderAngledMaxLabelWidth()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
float width = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
return width + g.Style.CellPadding.y * 2.0f; // Swap padding
}
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
// The intent is that advanced users willing to create customized headers would not need to use this helper
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
void ImGui::TableHeadersRow()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
// Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
if (!table->IsLayoutLocked)
TableUpdateLayout(table);
// Open row
const float row_height = TableGetHeaderRowHeight();
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
const float row_y1 = GetCursorScreenPos().y;
if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
return;
const int columns_count = TableGetColumnCount();
for (int column_n = 0; column_n < columns_count; column_n++)
{
if (!TableSetColumnIndex(column_n))
continue;
// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
// In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.
const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
PushID(column_n);
TableHeader(name);
PopID();
}
// Allow opening popup from the right-most section after the last column.
ImVec2 mouse_pos = ImGui::GetMousePos();
if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
}
// Emit a column header (text + optional sort order)
// We cpu-clip text here so that all columns headers can be merged into a same draw call.
// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
void ImGui::TableHeader(const char* label)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
IM_ASSERT(table->CurrentColumn != -1);
const int column_n = table->CurrentColumn;
ImGuiTableColumn* column = &table->Columns[column_n];
// Label
if (label == NULL)
label = "";
const char* label_end = FindRenderedTextEnd(label);
ImVec2 label_size = CalcTextSize(label, label_end, true);
ImVec2 label_pos = window->DC.CursorPos;
// If we already got a row height, there's use that.
// FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
ImRect cell_r = TableGetCellBgRect(table, column_n);
float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);
// Calculate ideal size for sort order arrow
float w_arrow = 0.0f;
float w_sort_text = 0.0f;
bool sort_arrow = false;
char sort_order_suf[4] = "";
const float ARROW_SCALE = 0.65f;
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
{
w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
if (column->SortOrder != -1)
sort_arrow = true;
if (column->SortOrder > 0)
{
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
}
}
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
// Keep header highlighted when context menu is open.
ImGuiID id = window->GetID(label);
ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
if (!ItemAdd(bb, id))
return;
//GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
//GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
// Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
const bool highlight = (table->HighlightColumnHeader == column_n);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
if (held || hovered || highlight)
{
const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
//RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
}
else
{
// Submit single cell bg color in the case we didn't submit a full header row
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
}
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
if (held)
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
// Drag and drop to re-order columns.
// FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
{
// While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
table->InstanceInteracted = table->InstanceCurrent;
// We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = -1;
if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = +1;
}
// Sort order arrow
const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x);
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
{
if (column->SortOrder != -1)
{
float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
float y = label_pos.y;
if (column->SortOrder > 0)
{
PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
PopStyleColor();
x += w_sort_text;
}
RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
}
// Handle clicking on column header to adjust Sort Order
if (pressed && table->ReorderColumn != column_n)
{
ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
}
}
// Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
// be merged into a single draw call.
//window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
if (text_clipped && hovered && g.ActiveId == 0)
SetItemTooltip("%.*s", (int)(label_end - label), label);
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
if (IsMouseReleased(1) && IsItemHovered())
TableOpenContextMenu(column_n);
}
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
// FIXME: No hit-testing/button on the angled header.
void ImGui::TableAngledHeadersRow()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
ImGuiTableTempData* temp_data = table->TempData;
temp_data->AngledHeadersRequests.resize(0);
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
// Which column needs highlight?
const ImGuiID row_id = GetID("##AngledHeaders");
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
int highlight_column_n = table->HighlightColumnHeader;
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
highlight_column_n = table->HoveredColumnBody;
// Build up request
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
ImU32 col_text = GetColorU32(ImGuiCol_Text);
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
{
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
temp_data->AngledHeadersRequests.push_back(request);
}
// Render row
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
}
// Important: data must be fed left to right
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
ImGuiWindow* window = g.CurrentWindow;
ImDrawList* draw_list = window->DrawList;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
if (max_label_width == 0.0f)
max_label_width = TableGetHeaderAngledMaxLabelWidth();
// Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
const bool flip_label = (angle < 0.0f);
angle -= IM_PI * 0.5f;
const float cos_a = ImCos(angle);
const float sin_a = ImSin(angle);
const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
const ImVec2 unit_right = ImVec2(cos_a, sin_a);
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
table->AngledHeadersHeight = row_height;
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
// Declare row, override and draw our own background
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
TableNextColumn();
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
float clip_rect_min_x = table->BgClipRect.Min.x;
if (table->FreezeColumnsCount > 0)
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
ButtonBehavior(row_r, row_id, NULL, NULL);
KeepAliveID(row_id);
const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
// Draw background and labels in first pass, then all borders.
float max_x = 0.0f;
for (int pass = 0; pass < 2; pass++)
for (int order_n = 0; order_n < data_count; order_n++)
{
const ImGuiTableHeaderData* request = &data[order_n];
const int column_n = request->Index;
ImGuiTableColumn* column = &table->Columns[column_n];
ImVec2 bg_shape[4];
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
bg_shape[2] = bg_shape[1] + header_angled_vector;
bg_shape[3] = bg_shape[0] + header_angled_vector;
if (pass == 0)
{
// Draw shape
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
max_x = ImMax(max_x, bg_shape[3].x);
// Draw label
// - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
const char* label_name = TableGetColumnName(table, column_n);
const char* label_name_end = FindRenderedTextEnd(label_name);
const float line_off_step_x = (g.FontSize / -sin_a);
const int label_lines = ImTextCountLines(label_name, label_name_end);
// Left<>Right alignment
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
// Register header width
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
while (label_name < label_name_end)
{
const char* label_name_eol = strchr(label_name, '\n');
if (label_name_eol == NULL)
label_name_eol = label_name_end;
// FIXME: Individual line clipping for right-most column is broken for negative angles.
ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
PushStyleColor(ImGuiCol_Text, request->TextColor);
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
PopStyleColor();
int vtx_idx_end = draw_list->_VtxCurrentIdx;
// Up<>Down alignment
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
// Rotate and offset label
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
pivot_out += unit_right * padding.y;
if (flip_label)
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
label_name = label_name_eol + 1;
}
}
if (pass == 1)
{
// Draw border
draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
}
}
PopClipRect();
PopClipRect();
table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Context Menu
//-------------------------------------------------------------------------
// - TableOpenContextMenu() [Internal]
// - TableBeginContextMenuPopup() [Internal]
// - TableDrawDefaultContextMenu() [Internal]
//-------------------------------------------------------------------------
// Use -1 to open menu not specific to a given column.
void ImGui::TableOpenContextMenu(int column_n)
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency)
column_n = table->CurrentColumn;
if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn()
column_n = -1;
IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{
table->IsContextPopupOpen = true;
table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;
table->InstanceInteracted = table->InstanceCurrent;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
}
}
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
{
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
return false;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
return true;
table->IsContextPopupOpen = false;
return false;
}
// Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
// - ImGuiTableFlags_Resizable -> display Sizing menu items
// - ImGuiTableFlags_Reorderable -> display "Reset Order"
////- ImGuiTableFlags_Sortable -> display sorting options (disabled)
// - ImGuiTableFlags_Hideable -> display columns visibility menu items
// It means if you have a custom context menus you can call this section and omit some sections, and add your own.
void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
bool want_separator = false;
const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
// Sizing
if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
{
if (column != NULL)
{
const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
TableSetColumnWidthAutoSingle(table, column_n);
}
const char* size_all_desc;
if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
else
size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
if (MenuItem(size_all_desc, NULL))
TableSetColumnWidthAutoAll(table);
want_separator = true;
}
// Ordering
if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
{
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
table->IsResetDisplayOrderRequest = true;
want_separator = true;
}
// Reset all (should work but seems unnecessary/noisy to expose?)
//if (MenuItem("Reset all"))
// table->IsResetAllRequest = true;
// Sorting
// (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
#if 0
if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
{
if (want_separator)
Separator();
want_separator = true;
bool append_to_sort_specs = g.IO.KeyShift;
if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))
TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);
if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))
TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);
}
#endif
// Hiding / Visibility
if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
{
if (want_separator)
Separator();
want_separator = true;
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
continue;
const char* name = TableGetColumnName(table, other_column_n);
if (name == NULL || name[0] == 0)
name = "<Unknown>";
// Make sure we can't hide the last active column
bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
menu_item_active = false;
if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
}
PopItemFlag();
}
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Settings (.ini data)
//-------------------------------------------------------------------------
// FIXME: The binding/finding/creating flow are too confusing.
//-------------------------------------------------------------------------
// - TableSettingsInit() [Internal]
// - TableSettingsCalcChunkSize() [Internal]
// - TableSettingsCreate() [Internal]
// - TableSettingsFindByID() [Internal]
// - TableGetBoundSettings() [Internal]
// - TableResetSettings()
// - TableSaveSettings() [Internal]
// - TableLoadSettings() [Internal]
// - TableSettingsHandler_ClearAll() [Internal]
// - TableSettingsHandler_ApplyAll() [Internal]
// - TableSettingsHandler_ReadOpen() [Internal]
// - TableSettingsHandler_ReadLine() [Internal]
// - TableSettingsHandler_WriteAll() [Internal]
// - TableSettingsInstallHandler() [Internal]
//-------------------------------------------------------------------------
// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
//-------------------------------------------------------------------------
// Clear and initialize empty settings instance
static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
{
IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
for (int n = 0; n < columns_count_max; n++, settings_column++)
IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
settings->ID = id;
settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;
settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;
settings->WantApply = true;
}
static size_t TableSettingsCalcChunkSize(int columns_count)
{
return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);
}
ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
{
ImGuiContext& g = *GImGui;
ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));
TableSettingsInit(settings, id, columns_count, columns_count);
return settings;
}
// Find existing settings
ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)
{
// FIXME-OPT: Might want to store a lookup map for this?
ImGuiContext& g = *GImGui;
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
if (settings->ID == id)
return settings;
return NULL;
}
// Get settings for a given table, NULL if none
ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)
{
if (table->SettingsOffset != -1)
{
ImGuiContext& g = *GImGui;
ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
IM_ASSERT(settings->ID == table->ID);
if (settings->ColumnsCountMax >= table->ColumnsCount)
return settings; // OK
settings->ID = 0; // Invalidate storage, we won't fit because of a count change
}
return NULL;
}
// Restore initial state of table (with or without saved settings)
void ImGui::TableResetSettings(ImGuiTable* table)
{
table->IsInitializing = table->IsSettingsDirty = true;
table->IsResetAllRequest = false;
table->IsSettingsRequestLoad = false; // Don't reload from ini
table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative
}
void ImGui::TableSaveSettings(ImGuiTable* table)
{
table->IsSettingsDirty = false;
if (table->Flags & ImGuiTableFlags_NoSavedSettings)
return;
// Bind or create settings data
ImGuiContext& g = *GImGui;
ImGuiTableSettings* settings = TableGetBoundSettings(table);
if (settings == NULL)
{
settings = TableSettingsCreate(table->ID, table->ColumnsCount);
table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
}
settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;
// Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
IM_ASSERT(settings->ID == table->ID);
IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
ImGuiTableColumn* column = table->Columns.Data;
ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
bool save_ref_scale = false;
settings->SaveFlags = ImGuiTableFlags_None;
for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
{
const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;
column_settings->WidthOrWeight = width_or_weight;
column_settings->Index = (ImGuiTableColumnIdx)n;
column_settings->DisplayOrder = column->DisplayOrder;
column_settings->SortOrder = column->SortOrder;
column_settings->SortDirection = column->SortDirection;
column_settings->IsEnabled = column->IsUserEnabled;
column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)
save_ref_scale = true;
// We skip saving some data in the .ini file when they are unnecessary to restore our state.
// Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.
// FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
if (width_or_weight != column->InitStretchWeightOrWidth)
settings->SaveFlags |= ImGuiTableFlags_Resizable;
if (column->DisplayOrder != n)
settings->SaveFlags |= ImGuiTableFlags_Reorderable;
if (column->SortOrder != -1)
settings->SaveFlags |= ImGuiTableFlags_Sortable;
if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
settings->SaveFlags |= ImGuiTableFlags_Hideable;
}
settings->SaveFlags &= table->Flags;
settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;
MarkIniSettingsDirty();
}
void ImGui::TableLoadSettings(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
table->IsSettingsRequestLoad = false;
if (table->Flags & ImGuiTableFlags_NoSavedSettings)
return;
// Bind settings
ImGuiTableSettings* settings;
if (table->SettingsOffset == -1)
{
settings = TableSettingsFindByID(table->ID);
if (settings == NULL)
return;
if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...
table->IsSettingsDirty = true;
table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
}
else
{
settings = TableGetBoundSettings(table);
}
table->SettingsLoadedFlags = settings->SaveFlags;
table->RefScale = settings->RefScale;
// Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
ImU64 display_order_mask = 0;
for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
{
int column_n = column_settings->Index;
if (column_n < 0 || column_n >= table->ColumnsCount)
continue;
ImGuiTableColumn* column = &table->Columns[column_n];
if (settings->SaveFlags & ImGuiTableFlags_Resizable)
{
if (column_settings->IsStretch)
column->StretchWeight = column_settings->WidthOrWeight;
else
column->WidthRequest = column_settings->WidthOrWeight;
column->AutoFitQueue = 0x00;
}
if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
column->DisplayOrder = column_settings->DisplayOrder;
else
column->DisplayOrder = (ImGuiTableColumnIdx)column_n;
display_order_mask |= (ImU64)1 << column->DisplayOrder;
column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;
column->SortOrder = column_settings->SortOrder;
column->SortDirection = column_settings->SortDirection;
}
// Validate and fix invalid display order data
const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;
if (display_order_mask != expected_display_order_mask)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;
// Rebuild index
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
}
static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetMapSize(); i++)
if (ImGuiTable* table = g.Tables.TryGetMapData(i))
table->SettingsOffset = -1;
g.SettingsTables.clear();
}
// Apply to existing windows (if any)
static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetMapSize(); i++)
if (ImGuiTable* table = g.Tables.TryGetMapData(i))
{
table->IsSettingsRequestLoad = true;
table->SettingsOffset = -1;
}
}
static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
ImGuiID id = 0;
int columns_count = 0;
if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
return NULL;
if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))
{
if (settings->ColumnsCountMax >= columns_count)
{
TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
return settings;
}
settings->ID = 0; // Invalidate storage, we won't fit because of a count change
}
return ImGui::TableSettingsCreate(id, columns_count);
}
static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
{
// "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
float f = 0.0f;
int column_n = 0, r = 0, n = 0;
if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; }
if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
{
if (column_n < 0 || column_n >= settings->ColumnsCount)
return;
line = ImStrSkipBlank(line + r);
char c = 0;
ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
column->Index = (ImGuiTableColumnIdx)column_n;
if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
}
}
static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
ImGuiContext& g = *ctx;
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
{
if (settings->ID == 0) // Skip ditched settings
continue;
// TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
// (e.g. Order was unchanged)
const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
if (!save_size && !save_visible && !save_order && !save_sort)
continue;
buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
if (settings->RefScale != 0.0f)
buf->appendf("RefScale=%g\n", settings->RefScale);
ImGuiTableColumnSettings* column = settings->GetColumnSettings();
for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
{
// "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
if (!save_column)
continue;
buf->appendf("Column %-2d", column_n);
if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); }
if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); }
if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); }
if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); }
if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); }
if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); }
buf->append("\n");
}
buf->append("\n");
}
}
void ImGui::TableSettingsAddSettingsHandler()
{
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table");
ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
AddSettingsHandler(&ini_handler);
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Garbage Collection
//-------------------------------------------------------------------------
// - TableRemove() [Internal]
// - TableGcCompactTransientBuffers() [Internal]
// - TableGcCompactSettings() [Internal]
//-------------------------------------------------------------------------
// Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
int table_idx = g.Tables.GetIndex(table);
//memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
//memset(table, 0, sizeof(ImGuiTable));
g.Tables.Remove(table->ID, table);
g.TablesLastTimeActive[table_idx] = -1.0f;
}
// Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
IM_ASSERT(table->MemoryCompacted == false);
table->SortSpecs.Specs = NULL;
table->SortSpecsMulti.clear();
table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume.
table->ColumnsNames.clear();
table->MemoryCompacted = true;
for (int n = 0; n < table->ColumnsCount; n++)
table->Columns[n].NameOffset = -1;
g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
}
void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
{
temp_data->DrawSplitter.ClearFreeMemory();
temp_data->LastTimeActive = -1.0f;
}
// Compact and remove unused settings data (currently only used by TestEngine)
void ImGui::TableGcCompactSettings()
{
ImGuiContext& g = *GImGui;
int required_memory = 0;
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
if (settings->ID != 0)
required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);
if (required_memory == g.SettingsTables.Buf.Size)
return;
ImChunkStream<ImGuiTableSettings> new_chunk_stream;
new_chunk_stream.Buf.reserve(required_memory);
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
if (settings->ID != 0)
memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));
g.SettingsTables.swap(new_chunk_stream);
}
//-------------------------------------------------------------------------
// [SECTION] Tables: Debugging
//-------------------------------------------------------------------------
// - DebugNodeTable() [Internal]
//-------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
{
sizing_policy &= ImGuiTableFlags_SizingMask_;
if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; }
if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; }
if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; }
if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; }
return "N/A";
}
void ImGui::DebugNodeTable(ImGuiTable* table)
{
ImGuiContext& g = *GImGui;
const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
if (!is_active) { PopStyleColor(); }
if (IsItemHovered())
GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
if (IsItemVisible() && table->HoveredColumnBody != -1)
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
if (!open)
return;
if (table->InstanceCurrent > 0)
Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
if (g.IO.ConfigDebugIsDebuggerPresent)
{
if (DebugBreakButton("**DebugBreak**", "in BeginTable()"))
g.DebugBreakInTable = table->ID;
SameLine();
}
bool clear_settings = SmallButton("Clear settings");
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
for (int n = 0; n < table->InstanceCurrent + 1; n++)
{
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);
}
//BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
float sum_weights = 0.0f;
for (int n = 0; n < table->ColumnsCount; n++)
if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)
sum_weights += table->Columns[n].StretchWeight;
for (int n = 0; n < table->ColumnsCount; n++)
{
ImGuiTableColumn* column = &table->Columns[n];
const char* name = TableGetColumnName(table, n);
char buf[512];
ImFormatString(buf, IM_ARRAYSIZE(buf),
"Column %d order %d '%s': offset %+.2f to %+.2f%s\n"
"Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"
"WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n"
"MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
"ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
"Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..",
n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "",
column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,
column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
(column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
(column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
(column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
Bullet();
Selectable(buf);
if (IsItemHovered())
{
ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
}
}
if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
DebugNodeTableSettings(settings);
if (clear_settings)
table->IsResetAllRequest = true;
TreePop();
}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
{
if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
return;
BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
for (int n = 0; n < settings->ColumnsCount; n++)
{
ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X",
n, column_settings->DisplayOrder, column_settings->SortOrder,
(sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID);
}
TreePop();
}
#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugNodeTable(ImGuiTable*) {}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
#endif
//-------------------------------------------------------------------------
// [SECTION] Columns, BeginColumns, EndColumns, etc.
// (This is a legacy API, prefer using BeginTable/EndTable!)
//-------------------------------------------------------------------------
// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
//-------------------------------------------------------------------------
// - SetWindowClipRectBeforeSetChannel() [Internal]
// - GetColumnIndex()
// - GetColumnsCount()
// - GetColumnOffset()
// - GetColumnWidth()
// - SetColumnOffset()
// - SetColumnWidth()
// - PushColumnClipRect() [Internal]
// - PushColumnsBackground() [Internal]
// - PopColumnsBackground() [Internal]
// - FindOrCreateColumns() [Internal]
// - GetColumnsID() [Internal]
// - BeginColumns()
// - NextColumn()
// - EndColumns()
// - Columns()
//-------------------------------------------------------------------------
// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
// they would meddle many times with the underlying ImDrawCmd.
// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
// the subsequent single call to SetCurrentChannel() does it things once.
void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
{
ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
window->ClipRect = clip_rect;
window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
}
int ImGui::GetColumnIndex()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
}
int ImGui::GetColumnsCount()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
}
float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
{
return offset_norm * (columns->OffMaxX - columns->OffMinX);
}
float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
{
return offset / (columns->OffMaxX - columns->OffMinX);
}
static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
{
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns == NULL)
return 0.0f;
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const float t = columns->Columns[column_index].OffsetNorm;
const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
return x_offset;
}
static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
{
if (column_index < 0)
column_index = columns->Current;
float offset_norm;
if (before_resize)
offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
else
offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
}
float ImGui::GetColumnWidth(int column_index)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns == NULL)
return GetContentRegionAvail().x;
if (column_index < 0)
column_index = columns->Current;
return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
}
void ImGui::SetColumnOffset(int column_index, float offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}
void ImGui::SetColumnWidth(int column_index, float width)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}
void ImGui::PushColumnClipRect(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (column_index < 0)
column_index = columns->Current;
ImGuiOldColumnData* column = &columns->Columns[column_index];
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
}
// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
void ImGui::PushColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
// Optimization: avoid SetCurrentChannel() + PushClipRect()
columns->HostBackupClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, 0);
}
void ImGui::PopColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
// Optimization: avoid PopClipRect() + SetCurrentChannel()
SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
}
ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
{
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
for (int n = 0; n < window->ColumnsStorage.Size; n++)
if (window->ColumnsStorage[n].ID == id)
return &window->ColumnsStorage[n];
window->ColumnsStorage.push_back(ImGuiOldColumns());
ImGuiOldColumns* columns = &window->ColumnsStorage.back();
columns->ID = id;
return columns;
}
ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
{
ImGuiWindow* window = GetCurrentWindow();
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
PushID(0x11223347 + (str_id ? 0 : columns_count));
ImGuiID id = window->GetID(str_id ? str_id : "columns");
PopID();
return id;
}
void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
// Acquire storage for the columns set
ImGuiID id = GetColumnsID(str_id, columns_count);
ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
IM_ASSERT(columns->ID == id);
columns->Current = 0;
columns->Count = columns_count;
columns->Flags = flags;
window->DC.CurrentColumns = columns;
window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostInitialClipRect = window->ClipRect;
columns->HostBackupParentWorkRect = window->ParentWorkRect;
window->ParentWorkRect = window->WorkRect;
// Set state for first column
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
const float column_padding = g.Style.ItemSpacing.x;
const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
// Clear data if columns count changed
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
columns->Columns.resize(0);
// Initialize default widths
columns->IsFirstFrame = (columns->Columns.Size == 0);
if (columns->Columns.Size == 0)
{
columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++)
{
ImGuiOldColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
for (int n = 0; n < columns_count; n++)
{
// Compute clipping rectangle
ImGuiOldColumnData* column = &columns->Columns[n];
float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWithFull(window->ClipRect);
}
if (columns->Count > 1)
{
columns->Splitter.Split(window->DrawList, 1 + columns->Count);
columns->Splitter.SetCurrentChannel(window->DrawList, 1);
PushColumnClipRect(0);
}
// We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
}
void ImGui::NextColumn()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems || window->DC.CurrentColumns == NULL)
return;
ImGuiContext& g = *GImGui;
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
{
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0);
return;
}
// Next column
if (++columns->Current == columns->Count)
columns->Current = 0;
PopItemWidth();
// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
ImGuiOldColumnData* column = &columns->Columns[columns->Current];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (columns->Current > 0)
{
// Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
}
else
{
// New row/line: column 0 honor IndentX.
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f;
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1);
float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiOldColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
PopItemWidth();
if (columns->Count > 1)
{
PopClipRect();
columns->Splitter.Merge(window->DrawList);
}
const ImGuiOldColumnFlags flags = columns->Flags;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = columns->LineMaxY;
if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
// Draw columns borders and handle resize
// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
bool is_being_resized = false;
if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
{
// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
int dragging_column = -1;
for (int n = 1; n < columns->Count; n++)
{
ImGuiOldColumnData* column = &columns->Columns[n];
float x = window->Pos.x + GetColumnOffset(n);
const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
continue;
bool hovered = false, held = false;
if (!(flags & ImGuiOldColumnFlags_NoResize))
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
dragging_column = n;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = IM_TRUNC(x);
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
}
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
if (dragging_column != -1)
{
if (!columns->IsBeingResized)
for (int n = 0; n < columns->Count + 1; n++)
columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
columns->IsBeingResized = is_being_resized = true;
float x = GetDraggedColumnOffset(columns, dragging_column);
SetColumnOffset(dragging_column, x);
}
}
columns->IsBeingResized = is_being_resized;
window->WorkRect = window->ParentWorkRect;
window->ParentWorkRect = columns->HostBackupParentWorkRect;
window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
NavUpdateCurrentWindowIsScrollPushableX();
}
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
return;
if (columns != NULL)
EndColumns();
if (columns_count != 1)
BeginColumns(id, columns_count, flags);
}
//-------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdl2.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_sdl2.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
{
return ::ImGui_ImplSDL2_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForVulkan(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForD3D(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForMetal(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDL2_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOther(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForOther(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_Shutdown(void)
{
::ImGui_ImplSDL2_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_NewFrame(void)
{
::ImGui_ImplSDL2_NewFrame();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
return ::ImGui_ImplSDL2_ProcessEvent(reinterpret_cast<const ::SDL_Event*>(event));
//return ::ImGui_ImplSDL2_ProcessEvent(event);
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/implot.cpp | // MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
/*
API BREAKING CHANGES
====================
Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all implot files.
You can read releases logs https://github.com/epezent/implot/releases for more details.
- 2023/08/20 (0.17) - ImPlotFlags_NoChild was removed as child windows are no longer needed to capture scroll. You can safely remove this flag if you were using it.
- 2023/06/26 (0.15) - Various build fixes related to updates in Dear ImGui internals.
- 2022/11/25 (0.15) - Make PlotText honor ImPlotItemFlags_NoFit.
- 2022/06/19 (0.14) - The signature of ColormapScale has changed to accommodate a new ImPlotColormapScaleFlags parameter
- 2022/06/17 (0.14) - **IMPORTANT** All PlotX functions now take an ImPlotX_Flags `flags` parameter. Where applicable, it is located before the existing `offset` and `stride` parameters.
If you were providing offset and stride values, you will need to update your function call to include a `flags` value. If you fail to do this, you will likely see
unexpected results or crashes without a compiler warning since these three are all default args. We apologize for the inconvenience, but this was a necessary evil.
- PlotBarsH has been removed; use PlotBars + ImPlotBarsFlags_Horizontal instead
- PlotErrorBarsH has been removed; use PlotErrorBars + ImPlotErrorBarsFlags_Horizontal
- PlotHistogram/PlotHistogram2D signatures changed; `cumulative`, `density`, and `outliers` options now specified via ImPlotHistogramFlags
- PlotPieChart signature changed; `normalize` option now specified via ImPlotPieChartFlags
- PlotText signature changes; `vertical` option now specified via `ImPlotTextFlags_Vertical`
- `PlotVLines` and `PlotHLines` replaced with `PlotInfLines` (+ ImPlotInfLinesFlags_Horizontal )
- arguments of ImPlotGetter have been reversed to be consistent with other API callbacks
- SetupAxisScale + ImPlotScale have replaced ImPlotAxisFlags_LogScale and ImPlotAxisFlags_Time flags
- ImPlotFormatters should now return an int indicating the size written
- the signature of ImPlotGetter has been reversed so that void* user_data is the last argument and consistent with other callbacks
- 2021/10/19 (0.13) - MAJOR API OVERHAUL! See #168 and #272
- TRIVIAL RENAME:
- ImPlotLimits -> ImPlotRect
- ImPlotYAxis_ -> ImAxis_
- SetPlotYAxis -> SetAxis
- BeginDragDropTarget -> BeginDragDropTargetPlot
- BeginDragDropSource -> BeginDragDropSourcePlot
- ImPlotFlags_NoMousePos -> ImPlotFlags_NoMouseText
- SetNextPlotLimits -> SetNextAxesLimits
- SetMouseTextLocation -> SetupMouseText
- SIGNATURE MODIFIED:
- PixelsToPlot/PlotToPixels -> added optional X-Axis arg
- GetPlotMousePos -> added optional X-Axis arg
- GetPlotLimits -> added optional X-Axis arg
- GetPlotSelection -> added optional X-Axis arg
- DragLineX/Y/DragPoint -> now takes int id; removed labels (render with Annotation/Tag instead)
- REPLACED:
- IsPlotXAxisHovered/IsPlotXYAxisHovered -> IsAxisHovered(ImAxis)
- BeginDragDropTargetX/BeginDragDropTargetY -> BeginDragDropTargetAxis(ImAxis)
- BeginDragDropSourceX/BeginDragDropSourceY -> BeginDragDropSourceAxis(ImAxis)
- ImPlotCol_XAxis, ImPlotCol_YAxis1, etc. -> ImPlotCol_AxisText (push/pop this around SetupAxis to style individual axes)
- ImPlotCol_XAxisGrid, ImPlotCol_Y1AxisGrid -> ImPlotCol_AxisGrid (push/pop this around SetupAxis to style individual axes)
- SetNextPlotLimitsX/Y -> SetNextAxisLimits(ImAxis)
- LinkNextPlotLimits -> SetNextAxisLinks(ImAxis)
- FitNextPlotAxes -> SetNextAxisToFit(ImAxis)/SetNextAxesToFit
- SetLegendLocation -> SetupLegend
- ImPlotFlags_NoHighlight -> ImPlotLegendFlags_NoHighlight
- ImPlotOrientation -> ImPlotLegendFlags_Horizontal
- Annotate -> Annotation
- REMOVED:
- GetPlotQuery, SetPlotQuery, IsPlotQueried -> use DragRect
- SetNextPlotTicksX, SetNextPlotTicksY -> use SetupAxisTicks
- SetNextPlotFormatX, SetNextPlotFormatY -> use SetupAxisFormat
- AnnotateClamped -> use Annotation(bool clamp = true)
- OBSOLETED:
- BeginPlot (original signature) -> use simplified signature + Setup API
- 2021/07/30 (0.12) - The offset argument of `PlotXG` functions was been removed. Implement offsetting in your getter callback instead.
- 2021/03/08 (0.9) - SetColormap and PushColormap(ImVec4*) were removed. Use AddColormap for custom colormap support. LerpColormap was changed to SampleColormap.
ShowColormapScale was changed to ColormapScale and requires additional arguments.
- 2021/03/07 (0.9) - The signature of ShowColormapScale was modified to accept a ImVec2 size.
- 2021/02/28 (0.9) - BeginLegendDragDropSource was changed to BeginDragDropSourceItem with a number of other drag and drop improvements.
- 2021/01/18 (0.9) - The default behavior for opening context menus was change from double right-click to single right-click. ImPlotInputMap and related functions were moved
to implot_internal.h due to its immaturity.
- 2020/10/16 (0.8) - ImPlotStyleVar_InfoPadding was changed to ImPlotStyleVar_MousePosPadding
- 2020/09/10 (0.8) - The single array versions of PlotLine, PlotScatter, PlotStems, and PlotShaded were given additional arguments for x-scale and x0.
- 2020/09/07 (0.8) - Plotting functions which accept a custom getter function pointer have been post-fixed with a G (e.g. PlotLineG)
- 2020/09/06 (0.7) - Several flags under ImPlotFlags and ImPlotAxisFlags were inverted (e.g. ImPlotFlags_Legend -> ImPlotFlags_NoLegend) so that the default flagset
is simply 0. This more closely matches ImGui's style and makes it easier to enable non-default but commonly used flags (e.g. ImPlotAxisFlags_Time).
- 2020/08/28 (0.5) - ImPlotMarker_ can no longer be combined with bitwise OR, |. This features caused unecessary slow-down, and almost no one used it.
- 2020/08/25 (0.5) - ImPlotAxisFlags_Scientific was removed. Logarithmic axes automatically uses scientific notation.
- 2020/08/17 (0.5) - PlotText was changed so that text is centered horizontally and vertically about the desired point.
- 2020/08/16 (0.5) - An ImPlotContext must be explicitly created and destroyed now with `CreateContext` and `DestroyContext`. Previously, the context was statically initialized in this source file.
- 2020/06/13 (0.4) - The flags `ImPlotAxisFlag_Adaptive` and `ImPlotFlags_Cull` were removed. Both are now done internally by default.
- 2020/06/03 (0.3) - The signature and behavior of PlotPieChart was changed so that data with sum less than 1 can optionally be normalized. The label format can now be specified as well.
- 2020/06/01 (0.3) - SetPalette was changed to `SetColormap` for consistency with other plotting libraries. `RestorePalette` was removed. Use `SetColormap(ImPlotColormap_Default)`.
- 2020/05/31 (0.3) - Plot functions taking custom ImVec2* getters were removed. Use the ImPlotPoint* getter versions instead.
- 2020/05/29 (0.3) - The signature of ImPlotLimits::Contains was changed to take two doubles instead of ImVec2
- 2020/05/16 (0.2) - All plotting functions were reverted to being prefixed with "Plot" to maintain a consistent VerbNoun style. `Plot` was split into `PlotLine`
and `PlotScatter` (however, `PlotLine` can still be used to plot scatter points as `Plot` did before.). `Bar` is not `PlotBars`, to indicate
that multiple bars will be plotted.
- 2020/05/13 (0.2) - `ImMarker` was change to `ImPlotMarker` and `ImAxisFlags` was changed to `ImPlotAxisFlags`.
- 2020/05/11 (0.2) - `ImPlotFlags_Selection` was changed to `ImPlotFlags_BoxSelect`
- 2020/05/11 (0.2) - The namespace ImGui:: was replaced with ImPlot::. As a result, the following additional changes were made:
- Functions that were prefixed or decorated with the word "Plot" have been truncated. E.g., `ImGui::PlotBars` is now just `ImPlot::Bar`.
It should be fairly obvious what was what.
- Some functions have been given names that would have otherwise collided with the ImGui namespace. This has been done to maintain a consistent
style with ImGui. E.g., 'ImGui::PushPlotStyleVar` is now 'ImPlot::PushStyleVar'.
- 2020/05/10 (0.2) - The following function/struct names were changes:
- ImPlotRange -> ImPlotLimits
- GetPlotRange() -> GetPlotLimits()
- SetNextPlotRange -> SetNextPlotLimits
- SetNextPlotRangeX -> SetNextPlotLimitsX
- SetNextPlotRangeY -> SetNextPlotLimitsY
- 2020/05/10 (0.2) - Plot queries are pixel based by default. Query rects that maintain relative plot position have been removed. This was done to support multi-y-axis.
*/
#define IMGUI_DEFINE_MATH_OPERATORS
#include "implot.h"
#include "implot_internal.h"
#include <stdlib.h>
// Support for pre-1.82 versions. Users on 1.82+ can use 0 (default) flags to mean "all corners" but in order to support older versions we are more explicit.
#if (IMGUI_VERSION_NUM < 18102) && !defined(ImDrawFlags_RoundCornersAll)
#define ImDrawFlags_RoundCornersAll ImDrawCornerFlags_All
#endif
// Support for pre-1.89.7 versions.
#if (IMGUI_VERSION_NUM < 18966)
#define ImGuiButtonFlags_AllowOverlap ImGuiButtonFlags_AllowItemOverlap
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#endif
// Global plot context
#ifndef GImPlot
ImPlotContext* GImPlot = nullptr;
#endif
//-----------------------------------------------------------------------------
// Struct Implementations
//-----------------------------------------------------------------------------
ImPlotInputMap::ImPlotInputMap() {
ImPlot::MapInputDefault(this);
}
ImPlotStyle::ImPlotStyle() {
LineWeight = 1;
Marker = ImPlotMarker_None;
MarkerSize = 4;
MarkerWeight = 1;
FillAlpha = 1;
ErrorBarSize = 5;
ErrorBarWeight = 1.5f;
DigitalBitHeight = 8;
DigitalBitGap = 4;
PlotBorderSize = 1;
MinorAlpha = 0.25f;
MajorTickLen = ImVec2(10,10);
MinorTickLen = ImVec2(5,5);
MajorTickSize = ImVec2(1,1);
MinorTickSize = ImVec2(1,1);
MajorGridSize = ImVec2(1,1);
MinorGridSize = ImVec2(1,1);
PlotPadding = ImVec2(10,10);
LabelPadding = ImVec2(5,5);
LegendPadding = ImVec2(10,10);
LegendInnerPadding = ImVec2(5,5);
LegendSpacing = ImVec2(5,0);
MousePosPadding = ImVec2(10,10);
AnnotationPadding = ImVec2(2,2);
FitPadding = ImVec2(0,0);
PlotDefaultSize = ImVec2(400,300);
PlotMinSize = ImVec2(200,150);
ImPlot::StyleColorsAuto(this);
Colormap = ImPlotColormap_Deep;
UseLocalTime = false;
Use24HourClock = false;
UseISO8601 = false;
}
//-----------------------------------------------------------------------------
// Style
//-----------------------------------------------------------------------------
namespace ImPlot {
const char* GetStyleColorName(ImPlotCol col) {
static const char* col_names[ImPlotCol_COUNT] = {
"Line",
"Fill",
"MarkerOutline",
"MarkerFill",
"ErrorBar",
"FrameBg",
"PlotBg",
"PlotBorder",
"LegendBg",
"LegendBorder",
"LegendText",
"TitleText",
"InlayText",
"AxisText",
"AxisGrid",
"AxisTick",
"AxisBg",
"AxisBgHovered",
"AxisBgActive",
"Selection",
"Crosshairs"
};
return col_names[col];
}
const char* GetMarkerName(ImPlotMarker marker) {
switch (marker) {
case ImPlotMarker_None: return "None";
case ImPlotMarker_Circle: return "Circle";
case ImPlotMarker_Square: return "Square";
case ImPlotMarker_Diamond: return "Diamond";
case ImPlotMarker_Up: return "Up";
case ImPlotMarker_Down: return "Down";
case ImPlotMarker_Left: return "Left";
case ImPlotMarker_Right: return "Right";
case ImPlotMarker_Cross: return "Cross";
case ImPlotMarker_Plus: return "Plus";
case ImPlotMarker_Asterisk: return "Asterisk";
default: return "";
}
}
ImVec4 GetAutoColor(ImPlotCol idx) {
ImVec4 col(0,0,0,1);
switch(idx) {
case ImPlotCol_Line: return col; // these are plot dependent!
case ImPlotCol_Fill: return col; // these are plot dependent!
case ImPlotCol_MarkerOutline: return col; // these are plot dependent!
case ImPlotCol_MarkerFill: return col; // these are plot dependent!
case ImPlotCol_ErrorBar: return ImGui::GetStyleColorVec4(ImGuiCol_Text);
case ImPlotCol_FrameBg: return ImGui::GetStyleColorVec4(ImGuiCol_FrameBg);
case ImPlotCol_PlotBg: return ImGui::GetStyleColorVec4(ImGuiCol_WindowBg);
case ImPlotCol_PlotBorder: return ImGui::GetStyleColorVec4(ImGuiCol_Border);
case ImPlotCol_LegendBg: return ImGui::GetStyleColorVec4(ImGuiCol_PopupBg);
case ImPlotCol_LegendBorder: return GetStyleColorVec4(ImPlotCol_PlotBorder);
case ImPlotCol_LegendText: return GetStyleColorVec4(ImPlotCol_InlayText);
case ImPlotCol_TitleText: return ImGui::GetStyleColorVec4(ImGuiCol_Text);
case ImPlotCol_InlayText: return ImGui::GetStyleColorVec4(ImGuiCol_Text);
case ImPlotCol_AxisText: return ImGui::GetStyleColorVec4(ImGuiCol_Text);
case ImPlotCol_AxisGrid: return GetStyleColorVec4(ImPlotCol_AxisText) * ImVec4(1,1,1,0.25f);
case ImPlotCol_AxisTick: return GetStyleColorVec4(ImPlotCol_AxisGrid);
case ImPlotCol_AxisBg: return ImVec4(0,0,0,0);
case ImPlotCol_AxisBgHovered: return ImGui::GetStyleColorVec4(ImGuiCol_ButtonHovered);
case ImPlotCol_AxisBgActive: return ImGui::GetStyleColorVec4(ImGuiCol_ButtonActive);
case ImPlotCol_Selection: return ImVec4(1,1,0,1);
case ImPlotCol_Crosshairs: return GetStyleColorVec4(ImPlotCol_PlotBorder);
default: return col;
}
}
struct ImPlotStyleVarInfo {
ImGuiDataType Type;
ImU32 Count;
ImU32 Offset;
void* GetVarPtr(ImPlotStyle* style) const { return (void*)((unsigned char*)style + Offset); }
};
static const ImPlotStyleVarInfo GPlotStyleVarInfo[] =
{
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, LineWeight) }, // ImPlotStyleVar_LineWeight
{ ImGuiDataType_S32, 1, (ImU32)offsetof(ImPlotStyle, Marker) }, // ImPlotStyleVar_Marker
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MarkerSize) }, // ImPlotStyleVar_MarkerSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MarkerWeight) }, // ImPlotStyleVar_MarkerWeight
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, FillAlpha) }, // ImPlotStyleVar_FillAlpha
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, ErrorBarSize) }, // ImPlotStyleVar_ErrorBarSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, ErrorBarWeight) }, // ImPlotStyleVar_ErrorBarWeight
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalBitHeight) }, // ImPlotStyleVar_DigitalBitHeight
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalBitGap) }, // ImPlotStyleVar_DigitalBitGap
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, PlotBorderSize) }, // ImPlotStyleVar_PlotBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MinorAlpha) }, // ImPlotStyleVar_MinorAlpha
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickLen) }, // ImPlotStyleVar_MajorTickLen
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickLen) }, // ImPlotStyleVar_MinorTickLen
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickSize) }, // ImPlotStyleVar_MajorTickSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickSize) }, // ImPlotStyleVar_MinorTickSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorGridSize) }, // ImPlotStyleVar_MajorGridSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorGridSize) }, // ImPlotStyleVar_MinorGridSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotPadding) }, // ImPlotStyleVar_PlotPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LabelPadding) }, // ImPlotStyleVar_LabelPaddine
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendPadding) }, // ImPlotStyleVar_LegendPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendInnerPadding) }, // ImPlotStyleVar_LegendInnerPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendSpacing) }, // ImPlotStyleVar_LegendSpacing
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MousePosPadding) }, // ImPlotStyleVar_MousePosPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, AnnotationPadding) }, // ImPlotStyleVar_AnnotationPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, FitPadding) }, // ImPlotStyleVar_FitPadding
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotDefaultSize) }, // ImPlotStyleVar_PlotDefaultSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotMinSize) } // ImPlotStyleVar_PlotMinSize
};
static const ImPlotStyleVarInfo* GetPlotStyleVarInfo(ImPlotStyleVar idx) {
IM_ASSERT(idx >= 0 && idx < ImPlotStyleVar_COUNT);
IM_ASSERT(IM_ARRAYSIZE(GPlotStyleVarInfo) == ImPlotStyleVar_COUNT);
return &GPlotStyleVarInfo[idx];
}
//-----------------------------------------------------------------------------
// Generic Helpers
//-----------------------------------------------------------------------------
void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char *text_begin, const char* text_end) {
// the code below is based loosely on ImFont::RenderText
if (!text_end)
text_end = text_begin + strlen(text_begin);
ImGuiContext& g = *GImGui;
ImFont* font = g.Font;
// Align to be pixel perfect
pos.x = ImFloor(pos.x);
pos.y = ImFloor(pos.y);
const float scale = g.FontSize / font->FontSize;
const char* s = text_begin;
int chars_exp = (int)(text_end - s);
int chars_rnd = 0;
const int vtx_count_max = chars_exp * 4;
const int idx_count_max = chars_exp * 6;
DrawList->PrimReserve(idx_count_max, vtx_count_max);
while (s < text_end) {
unsigned int c = (unsigned int)*s;
if (c < 0x80) {
s += 1;
}
else {
s += ImTextCharFromUtf8(&c, s, text_end);
if (c == 0) // Malformed UTF-8?
break;
}
const ImFontGlyph * glyph = font->FindGlyph((ImWchar)c);
if (glyph == nullptr) {
continue;
}
DrawList->PrimQuadUV(pos + ImVec2(glyph->Y0, -glyph->X0) * scale, pos + ImVec2(glyph->Y0, -glyph->X1) * scale,
pos + ImVec2(glyph->Y1, -glyph->X1) * scale, pos + ImVec2(glyph->Y1, -glyph->X0) * scale,
ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V0),
ImVec2(glyph->U1, glyph->V1), ImVec2(glyph->U0, glyph->V1),
col);
pos.y -= glyph->AdvanceX * scale;
chars_rnd++;
}
// Give back unused vertices
int chars_skp = chars_exp-chars_rnd;
DrawList->PrimUnreserve(chars_skp*6, chars_skp*4);
}
void AddTextCentered(ImDrawList* DrawList, ImVec2 top_center, ImU32 col, const char* text_begin, const char* text_end) {
float txt_ht = ImGui::GetTextLineHeight();
const char* title_end = ImGui::FindRenderedTextEnd(text_begin, text_end);
ImVec2 text_size;
float y = 0;
while (const char* tmp = (const char*)memchr(text_begin, '\n', title_end-text_begin)) {
text_size = ImGui::CalcTextSize(text_begin,tmp,true);
DrawList->AddText(ImVec2(top_center.x - text_size.x * 0.5f, top_center.y+y),col,text_begin,tmp);
text_begin = tmp + 1;
y += txt_ht;
}
text_size = ImGui::CalcTextSize(text_begin,title_end,true);
DrawList->AddText(ImVec2(top_center.x - text_size.x * 0.5f, top_center.y+y),col,text_begin,title_end);
}
double NiceNum(double x, bool round) {
double f;
double nf;
int expv = (int)floor(ImLog10(x));
f = x / ImPow(10.0, (double)expv);
if (round)
if (f < 1.5)
nf = 1;
else if (f < 3)
nf = 2;
else if (f < 7)
nf = 5;
else
nf = 10;
else if (f <= 1)
nf = 1;
else if (f <= 2)
nf = 2;
else if (f <= 5)
nf = 5;
else
nf = 10;
return nf * ImPow(10.0, expv);
}
//-----------------------------------------------------------------------------
// Context Utils
//-----------------------------------------------------------------------------
void SetImGuiContext(ImGuiContext* ctx) {
ImGui::SetCurrentContext(ctx);
}
ImPlotContext* CreateContext() {
ImPlotContext* ctx = IM_NEW(ImPlotContext)();
Initialize(ctx);
if (GImPlot == nullptr)
SetCurrentContext(ctx);
return ctx;
}
void DestroyContext(ImPlotContext* ctx) {
if (ctx == nullptr)
ctx = GImPlot;
if (GImPlot == ctx)
SetCurrentContext(nullptr);
IM_DELETE(ctx);
}
ImPlotContext* GetCurrentContext() {
return GImPlot;
}
void SetCurrentContext(ImPlotContext* ctx) {
GImPlot = ctx;
}
#define IMPLOT_APPEND_CMAP(name, qual) ctx->ColormapData.Append(#name, name, sizeof(name)/sizeof(ImU32), qual)
#define IM_RGB(r,g,b) IM_COL32(r,g,b,255)
void Initialize(ImPlotContext* ctx) {
ResetCtxForNextPlot(ctx);
ResetCtxForNextAlignedPlots(ctx);
ResetCtxForNextSubplot(ctx);
const ImU32 Deep[] = {4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396 };
const ImU32 Dark[] = {4280031972, 4290281015, 4283084621, 4288892568, 4278222847, 4281597951, 4280833702, 4290740727, 4288256409 };
const ImU32 Pastel[] = {4289639675, 4293119411, 4291161036, 4293184478, 4289124862, 4291624959, 4290631909, 4293712637, 4294111986 };
const ImU32 Paired[] = {4293119554, 4290017311, 4287291314, 4281114675, 4288256763, 4280031971, 4285513725, 4278222847, 4292260554, 4288298346, 4288282623, 4280834481};
const ImU32 Viridis[] = {4283695428, 4285867080, 4287054913, 4287455029, 4287526954, 4287402273, 4286883874, 4285579076, 4283552122, 4280737725, 4280674301 };
const ImU32 Plasma[] = {4287039501, 4288480321, 4289200234, 4288941455, 4287638193, 4286072780, 4284638433, 4283139314, 4281771772, 4280667900, 4280416752 };
const ImU32 Hot[] = {4278190144, 4278190208, 4278190271, 4278190335, 4278206719, 4278223103, 4278239231, 4278255615, 4283826175, 4289396735, 4294967295 };
const ImU32 Cool[] = {4294967040, 4294960666, 4294954035, 4294947661, 4294941030, 4294934656, 4294928025, 4294921651, 4294915020, 4294908646, 4294902015 };
const ImU32 Pink[] = {4278190154, 4282532475, 4284308894, 4285690554, 4286879686, 4287870160, 4288794330, 4289651940, 4291685869, 4293392118, 4294967295 };
const ImU32 Jet[] = {4289331200, 4294901760, 4294923520, 4294945280, 4294967040, 4289396565, 4283826090, 4278255615, 4278233855, 4278212095, 4278190335 };
const ImU32 Twilight[] = {IM_RGB(226,217,226),IM_RGB(166,191,202),IM_RGB(109,144,192),IM_RGB(95,88,176),IM_RGB(83,30,124),IM_RGB(47,20,54),IM_RGB(100,25,75),IM_RGB(159,60,80),IM_RGB(192,117,94),IM_RGB(208,179,158),IM_RGB(226,217,226)};
const ImU32 RdBu[] = {IM_RGB(103,0,31),IM_RGB(178,24,43),IM_RGB(214,96,77),IM_RGB(244,165,130),IM_RGB(253,219,199),IM_RGB(247,247,247),IM_RGB(209,229,240),IM_RGB(146,197,222),IM_RGB(67,147,195),IM_RGB(33,102,172),IM_RGB(5,48,97)};
const ImU32 BrBG[] = {IM_RGB(84,48,5),IM_RGB(140,81,10),IM_RGB(191,129,45),IM_RGB(223,194,125),IM_RGB(246,232,195),IM_RGB(245,245,245),IM_RGB(199,234,229),IM_RGB(128,205,193),IM_RGB(53,151,143),IM_RGB(1,102,94),IM_RGB(0,60,48)};
const ImU32 PiYG[] = {IM_RGB(142,1,82),IM_RGB(197,27,125),IM_RGB(222,119,174),IM_RGB(241,182,218),IM_RGB(253,224,239),IM_RGB(247,247,247),IM_RGB(230,245,208),IM_RGB(184,225,134),IM_RGB(127,188,65),IM_RGB(77,146,33),IM_RGB(39,100,25)};
const ImU32 Spectral[] = {IM_RGB(158,1,66),IM_RGB(213,62,79),IM_RGB(244,109,67),IM_RGB(253,174,97),IM_RGB(254,224,139),IM_RGB(255,255,191),IM_RGB(230,245,152),IM_RGB(171,221,164),IM_RGB(102,194,165),IM_RGB(50,136,189),IM_RGB(94,79,162)};
const ImU32 Greys[] = {IM_COL32_WHITE, IM_COL32_BLACK };
IMPLOT_APPEND_CMAP(Deep, true);
IMPLOT_APPEND_CMAP(Dark, true);
IMPLOT_APPEND_CMAP(Pastel, true);
IMPLOT_APPEND_CMAP(Paired, true);
IMPLOT_APPEND_CMAP(Viridis, false);
IMPLOT_APPEND_CMAP(Plasma, false);
IMPLOT_APPEND_CMAP(Hot, false);
IMPLOT_APPEND_CMAP(Cool, false);
IMPLOT_APPEND_CMAP(Pink, false);
IMPLOT_APPEND_CMAP(Jet, false);
IMPLOT_APPEND_CMAP(Twilight, false);
IMPLOT_APPEND_CMAP(RdBu, false);
IMPLOT_APPEND_CMAP(BrBG, false);
IMPLOT_APPEND_CMAP(PiYG, false);
IMPLOT_APPEND_CMAP(Spectral, false);
IMPLOT_APPEND_CMAP(Greys, false);
}
void ResetCtxForNextPlot(ImPlotContext* ctx) {
// reset the next plot/item data
ctx->NextPlotData.Reset();
ctx->NextItemData.Reset();
// reset labels
ctx->Annotations.Reset();
ctx->Tags.Reset();
// reset extents/fit
ctx->OpenContextThisFrame = false;
// reset digital plot items count
ctx->DigitalPlotItemCnt = 0;
ctx->DigitalPlotOffset = 0;
// nullify plot
ctx->CurrentPlot = nullptr;
ctx->CurrentItem = nullptr;
ctx->PreviousItem = nullptr;
}
void ResetCtxForNextAlignedPlots(ImPlotContext* ctx) {
ctx->CurrentAlignmentH = nullptr;
ctx->CurrentAlignmentV = nullptr;
}
void ResetCtxForNextSubplot(ImPlotContext* ctx) {
ctx->CurrentSubplot = nullptr;
ctx->CurrentAlignmentH = nullptr;
ctx->CurrentAlignmentV = nullptr;
}
//-----------------------------------------------------------------------------
// Plot Utils
//-----------------------------------------------------------------------------
ImPlotPlot* GetPlot(const char* title) {
ImGuiWindow* Window = GImGui->CurrentWindow;
const ImGuiID ID = Window->GetID(title);
return GImPlot->Plots.GetByKey(ID);
}
ImPlotPlot* GetCurrentPlot() {
return GImPlot->CurrentPlot;
}
void BustPlotCache() {
ImPlotContext& gp = *GImPlot;
gp.Plots.Clear();
gp.Subplots.Clear();
}
//-----------------------------------------------------------------------------
// Legend Utils
//-----------------------------------------------------------------------------
ImVec2 GetLocationPos(const ImRect& outer_rect, const ImVec2& inner_size, ImPlotLocation loc, const ImVec2& pad) {
ImVec2 pos;
if (ImHasFlag(loc, ImPlotLocation_West) && !ImHasFlag(loc, ImPlotLocation_East))
pos.x = outer_rect.Min.x + pad.x;
else if (!ImHasFlag(loc, ImPlotLocation_West) && ImHasFlag(loc, ImPlotLocation_East))
pos.x = outer_rect.Max.x - pad.x - inner_size.x;
else
pos.x = outer_rect.GetCenter().x - inner_size.x * 0.5f;
// legend reference point y
if (ImHasFlag(loc, ImPlotLocation_North) && !ImHasFlag(loc, ImPlotLocation_South))
pos.y = outer_rect.Min.y + pad.y;
else if (!ImHasFlag(loc, ImPlotLocation_North) && ImHasFlag(loc, ImPlotLocation_South))
pos.y = outer_rect.Max.y - pad.y - inner_size.y;
else
pos.y = outer_rect.GetCenter().y - inner_size.y * 0.5f;
pos.x = IM_ROUND(pos.x);
pos.y = IM_ROUND(pos.y);
return pos;
}
ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& spacing, bool vertical) {
// vars
const int nItems = items.GetLegendCount();
const float txt_ht = ImGui::GetTextLineHeight();
const float icon_size = txt_ht;
// get label max width
float max_label_width = 0;
float sum_label_width = 0;
for (int i = 0; i < nItems; ++i) {
const char* label = items.GetLegendLabel(i);
const float label_width = ImGui::CalcTextSize(label, nullptr, true).x;
max_label_width = label_width > max_label_width ? label_width : max_label_width;
sum_label_width += label_width;
}
// calc legend size
const ImVec2 legend_size = vertical ?
ImVec2(pad.x * 2 + icon_size + max_label_width, pad.y * 2 + nItems * txt_ht + (nItems - 1) * spacing.y) :
ImVec2(pad.x * 2 + icon_size * nItems + sum_label_width + (nItems - 1) * spacing.x, pad.y * 2 + txt_ht);
return legend_size;
}
bool ClampLegendRect(ImRect& legend_rect, const ImRect& outer_rect, const ImVec2& pad) {
bool clamped = false;
ImRect outer_rect_pad(outer_rect.Min + pad, outer_rect.Max - pad);
if (legend_rect.Min.x < outer_rect_pad.Min.x) {
legend_rect.Min.x = outer_rect_pad.Min.x;
clamped = true;
}
if (legend_rect.Min.y < outer_rect_pad.Min.y) {
legend_rect.Min.y = outer_rect_pad.Min.y;
clamped = true;
}
if (legend_rect.Max.x > outer_rect_pad.Max.x) {
legend_rect.Max.x = outer_rect_pad.Max.x;
clamped = true;
}
if (legend_rect.Max.y > outer_rect_pad.Max.y) {
legend_rect.Max.y = outer_rect_pad.Max.y;
clamped = true;
}
return clamped;
}
int LegendSortingComp(const void* _a, const void* _b) {
ImPlotItemGroup* items = GImPlot->SortItems;
const int a = *(const int*)_a;
const int b = *(const int*)_b;
const char* label_a = items->GetLegendLabel(a);
const char* label_b = items->GetLegendLabel(b);
return strcmp(label_a,label_b);
}
bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool hovered, const ImVec2& pad, const ImVec2& spacing, bool vertical, ImDrawList& DrawList) {
// vars
const float txt_ht = ImGui::GetTextLineHeight();
const float icon_size = txt_ht;
const float icon_shrink = 2;
ImU32 col_txt = GetStyleColorU32(ImPlotCol_LegendText);
ImU32 col_txt_dis = ImAlphaU32(col_txt, 0.25f);
// render each legend item
float sum_label_width = 0;
bool any_item_hovered = false;
const int num_items = items.GetLegendCount();
if (num_items < 1)
return hovered;
// build render order
ImPlotContext& gp = *GImPlot;
ImVector<int>& indices = gp.TempInt1;
indices.resize(num_items);
for (int i = 0; i < num_items; ++i)
indices[i] = i;
if (ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_Sort) && num_items > 1) {
gp.SortItems = &items;
qsort(indices.Data, num_items, sizeof(int), LegendSortingComp);
}
// render
for (int i = 0; i < num_items; ++i) {
const int idx = indices[i];
ImPlotItem* item = items.GetLegendItem(idx);
const char* label = items.GetLegendLabel(idx);
const float label_width = ImGui::CalcTextSize(label, nullptr, true).x;
const ImVec2 top_left = vertical ?
legend_bb.Min + pad + ImVec2(0, i * (txt_ht + spacing.y)) :
legend_bb.Min + pad + ImVec2(i * (icon_size + spacing.x) + sum_label_width, 0);
sum_label_width += label_width;
ImRect icon_bb;
icon_bb.Min = top_left + ImVec2(icon_shrink,icon_shrink);
icon_bb.Max = top_left + ImVec2(icon_size - icon_shrink, icon_size - icon_shrink);
ImRect label_bb;
label_bb.Min = top_left;
label_bb.Max = top_left + ImVec2(label_width + icon_size, icon_size);
ImU32 col_txt_hl;
ImU32 col_item = ImAlphaU32(item->Color,1);
ImRect button_bb(icon_bb.Min, label_bb.Max);
ImGui::KeepAliveID(item->ID);
bool item_hov = false;
bool item_hld = false;
bool item_clk = ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoButtons)
? false
: ImGui::ButtonBehavior(button_bb, item->ID, &item_hov, &item_hld);
if (item_clk)
item->Show = !item->Show;
const bool can_hover = (item_hov)
&& (!ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoHighlightItem)
|| !ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoHighlightAxis));
if (can_hover) {
item->LegendHoverRect.Min = icon_bb.Min;
item->LegendHoverRect.Max = label_bb.Max;
item->LegendHovered = true;
col_txt_hl = ImMixU32(col_txt, col_item, 64);
any_item_hovered = true;
}
else {
col_txt_hl = ImGui::GetColorU32(col_txt);
}
ImU32 col_icon;
if (item_hld)
col_icon = item->Show ? ImAlphaU32(col_item,0.5f) : ImGui::GetColorU32(ImGuiCol_TextDisabled, 0.5f);
else if (item_hov)
col_icon = item->Show ? ImAlphaU32(col_item,0.75f) : ImGui::GetColorU32(ImGuiCol_TextDisabled, 0.75f);
else
col_icon = item->Show ? col_item : col_txt_dis;
DrawList.AddRectFilled(icon_bb.Min, icon_bb.Max, col_icon);
const char* text_display_end = ImGui::FindRenderedTextEnd(label, nullptr);
if (label != text_display_end)
DrawList.AddText(top_left + ImVec2(icon_size, 0), item->Show ? col_txt_hl : col_txt_dis, label, text_display_end);
}
return hovered && !any_item_hovered;
}
//-----------------------------------------------------------------------------
// Locators
//-----------------------------------------------------------------------------
static const float TICK_FILL_X = 0.8f;
static const float TICK_FILL_Y = 1.0f;
void Locator_Default(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) {
if (range.Min == range.Max)
return;
const int nMinor = 10;
const int nMajor = ImMax(2, (int)IM_ROUND(pixels / (vertical ? 300.0f : 400.0f)));
const double nice_range = NiceNum(range.Size() * 0.99, false);
const double interval = NiceNum(nice_range / (nMajor - 1), true);
const double graphmin = floor(range.Min / interval) * interval;
const double graphmax = ceil(range.Max / interval) * interval;
bool first_major_set = false;
int first_major_idx = 0;
const int idx0 = ticker.TickCount(); // ticker may have user custom ticks
ImVec2 total_size(0,0);
for (double major = graphmin; major < graphmax + 0.5 * interval; major += interval) {
// is this zero? combat zero formatting issues
if (major-interval < 0 && major+interval > 0)
major = 0;
if (range.Contains(major)) {
if (!first_major_set) {
first_major_idx = ticker.TickCount();
first_major_set = true;
}
total_size += ticker.AddTick(major, true, 0, true, formatter, formatter_data).LabelSize;
}
for (int i = 1; i < nMinor; ++i) {
double minor = major + i * interval / nMinor;
if (range.Contains(minor)) {
total_size += ticker.AddTick(minor, false, 0, true, formatter, formatter_data).LabelSize;
}
}
}
// prune if necessary
if ((!vertical && total_size.x > pixels*TICK_FILL_X) || (vertical && total_size.y > pixels*TICK_FILL_Y)) {
for (int i = first_major_idx-1; i >= idx0; i -= 2)
ticker.Ticks[i].ShowLabel = false;
for (int i = first_major_idx+1; i < ticker.TickCount(); i += 2)
ticker.Ticks[i].ShowLabel = false;
}
}
bool CalcLogarithmicExponents(const ImPlotRange& range, float pix, bool vertical, int& exp_min, int& exp_max, int& exp_step) {
if (range.Min * range.Max > 0) {
const int nMajor = vertical ? ImMax(2, (int)IM_ROUND(pix * 0.02f)) : ImMax(2, (int)IM_ROUND(pix * 0.01f)); // TODO: magic numbers
double log_min = ImLog10(ImAbs(range.Min));
double log_max = ImLog10(ImAbs(range.Max));
double log_a = ImMin(log_min,log_max);
double log_b = ImMax(log_min,log_max);
exp_step = ImMax(1,(int)(log_b - log_a) / nMajor);
exp_min = (int)log_a;
exp_max = (int)log_b;
if (exp_step != 1) {
while(exp_step % 3 != 0) exp_step++; // make step size multiple of three
while(exp_min % exp_step != 0) exp_min--; // decrease exp_min until exp_min + N * exp_step will be 0
}
return true;
}
return false;
}
void AddTicksLogarithmic(const ImPlotRange& range, int exp_min, int exp_max, int exp_step, ImPlotTicker& ticker, ImPlotFormatter formatter, void* data) {
const double sign = ImSign(range.Max);
for (int e = exp_min - exp_step; e < (exp_max + exp_step); e += exp_step) {
double major1 = sign*ImPow(10, (double)(e));
double major2 = sign*ImPow(10, (double)(e + 1));
double interval = (major2 - major1) / 9;
if (major1 >= (range.Min - DBL_EPSILON) && major1 <= (range.Max + DBL_EPSILON))
ticker.AddTick(major1, true, 0, true, formatter, data);
for (int j = 0; j < exp_step; ++j) {
major1 = sign*ImPow(10, (double)(e+j));
major2 = sign*ImPow(10, (double)(e+j+1));
interval = (major2 - major1) / 9;
for (int i = 1; i < (9 + (int)(j < (exp_step - 1))); ++i) {
double minor = major1 + i * interval;
if (minor >= (range.Min - DBL_EPSILON) && minor <= (range.Max + DBL_EPSILON))
ticker.AddTick(minor, false, 0, false, formatter, data);
}
}
}
}
void Locator_Log10(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) {
int exp_min, exp_max, exp_step;
if (CalcLogarithmicExponents(range, pixels, vertical, exp_min, exp_max, exp_step))
AddTicksLogarithmic(range, exp_min, exp_max, exp_step, ticker, formatter, formatter_data);
}
float CalcSymLogPixel(double plt, const ImPlotRange& range, float pixels) {
double scaleToPixels = pixels / range.Size();
double scaleMin = TransformForward_SymLog(range.Min,nullptr);
double scaleMax = TransformForward_SymLog(range.Max,nullptr);
double s = TransformForward_SymLog(plt, nullptr);
double t = (s - scaleMin) / (scaleMax - scaleMin);
plt = range.Min + range.Size() * t;
return (float)(0 + scaleToPixels * (plt - range.Min));
}
void Locator_SymLog(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) {
if (range.Min >= -1 && range.Max <= 1) {
Locator_Default(ticker, range, pixels, vertical, formatter, formatter_data);
}
else if (range.Min * range.Max < 0) { // cross zero
const float pix_min = 0;
const float pix_max = pixels;
const float pix_p1 = CalcSymLogPixel(1, range, pixels);
const float pix_n1 = CalcSymLogPixel(-1, range, pixels);
int exp_min_p, exp_max_p, exp_step_p;
int exp_min_n, exp_max_n, exp_step_n;
CalcLogarithmicExponents(ImPlotRange(1,range.Max), ImAbs(pix_max-pix_p1),vertical,exp_min_p,exp_max_p,exp_step_p);
CalcLogarithmicExponents(ImPlotRange(range.Min,-1),ImAbs(pix_n1-pix_min),vertical,exp_min_n,exp_max_n,exp_step_n);
int exp_step = ImMax(exp_step_n, exp_step_p);
ticker.AddTick(0,true,0,true,formatter,formatter_data);
AddTicksLogarithmic(ImPlotRange(1,range.Max), exp_min_p,exp_max_p,exp_step,ticker,formatter,formatter_data);
AddTicksLogarithmic(ImPlotRange(range.Min,-1),exp_min_n,exp_max_n,exp_step,ticker,formatter,formatter_data);
}
else {
Locator_Log10(ticker, range, pixels, vertical, formatter, formatter_data);
}
}
void AddTicksCustom(const double* values, const char* const labels[], int n, ImPlotTicker& ticker, ImPlotFormatter formatter, void* data) {
for (int i = 0; i < n; ++i) {
if (labels != nullptr)
ticker.AddTick(values[i], false, 0, true, labels[i]);
else
ticker.AddTick(values[i], false, 0, true, formatter, data);
}
}
//-----------------------------------------------------------------------------
// Time Ticks and Utils
//-----------------------------------------------------------------------------
// this may not be thread safe?
static const double TimeUnitSpans[ImPlotTimeUnit_COUNT] = {
0.000001,
0.001,
1,
60,
3600,
86400,
2629800,
31557600
};
inline ImPlotTimeUnit GetUnitForRange(double range) {
static double cutoffs[ImPlotTimeUnit_COUNT] = {0.001, 1, 60, 3600, 86400, 2629800, 31557600, IMPLOT_MAX_TIME};
for (int i = 0; i < ImPlotTimeUnit_COUNT; ++i) {
if (range <= cutoffs[i])
return (ImPlotTimeUnit)i;
}
return ImPlotTimeUnit_Yr;
}
inline int LowerBoundStep(int max_divs, const int* divs, const int* step, int size) {
if (max_divs < divs[0])
return 0;
for (int i = 1; i < size; ++i) {
if (max_divs < divs[i])
return step[i-1];
}
return step[size-1];
}
inline int GetTimeStep(int max_divs, ImPlotTimeUnit unit) {
if (unit == ImPlotTimeUnit_Ms || unit == ImPlotTimeUnit_Us) {
static const int step[] = {500,250,200,100,50,25,20,10,5,2,1};
static const int divs[] = {2,4,5,10,20,40,50,100,200,500,1000};
return LowerBoundStep(max_divs, divs, step, 11);
}
if (unit == ImPlotTimeUnit_S || unit == ImPlotTimeUnit_Min) {
static const int step[] = {30,15,10,5,1};
static const int divs[] = {2,4,6,12,60};
return LowerBoundStep(max_divs, divs, step, 5);
}
else if (unit == ImPlotTimeUnit_Hr) {
static const int step[] = {12,6,3,2,1};
static const int divs[] = {2,4,8,12,24};
return LowerBoundStep(max_divs, divs, step, 5);
}
else if (unit == ImPlotTimeUnit_Day) {
static const int step[] = {14,7,2,1};
static const int divs[] = {2,4,14,28};
return LowerBoundStep(max_divs, divs, step, 4);
}
else if (unit == ImPlotTimeUnit_Mo) {
static const int step[] = {6,3,2,1};
static const int divs[] = {2,4,6,12};
return LowerBoundStep(max_divs, divs, step, 4);
}
return 0;
}
ImPlotTime MkGmtTime(struct tm *ptm) {
ImPlotTime t;
#ifdef _WIN32
t.S = _mkgmtime(ptm);
#else
t.S = timegm(ptm);
#endif
if (t.S < 0)
t.S = 0;
return t;
}
tm* GetGmtTime(const ImPlotTime& t, tm* ptm)
{
#ifdef _WIN32
if (gmtime_s(ptm, &t.S) == 0)
return ptm;
else
return nullptr;
#else
return gmtime_r(&t.S, ptm);
#endif
}
ImPlotTime MkLocTime(struct tm *ptm) {
ImPlotTime t;
t.S = mktime(ptm);
if (t.S < 0)
t.S = 0;
return t;
}
tm* GetLocTime(const ImPlotTime& t, tm* ptm) {
#ifdef _WIN32
if (localtime_s(ptm, &t.S) == 0)
return ptm;
else
return nullptr;
#else
return localtime_r(&t.S, ptm);
#endif
}
inline ImPlotTime MkTime(struct tm *ptm) {
if (GetStyle().UseLocalTime)
return MkLocTime(ptm);
else
return MkGmtTime(ptm);
}
inline tm* GetTime(const ImPlotTime& t, tm* ptm) {
if (GetStyle().UseLocalTime)
return GetLocTime(t,ptm);
else
return GetGmtTime(t,ptm);
}
ImPlotTime MakeTime(int year, int month, int day, int hour, int min, int sec, int us) {
tm& Tm = GImPlot->Tm;
int yr = year - 1900;
if (yr < 0)
yr = 0;
sec = sec + us / 1000000;
us = us % 1000000;
Tm.tm_sec = sec;
Tm.tm_min = min;
Tm.tm_hour = hour;
Tm.tm_mday = day;
Tm.tm_mon = month;
Tm.tm_year = yr;
ImPlotTime t = MkTime(&Tm);
t.Us = us;
return t;
}
int GetYear(const ImPlotTime& t) {
tm& Tm = GImPlot->Tm;
GetTime(t, &Tm);
return Tm.tm_year + 1900;
}
ImPlotTime AddTime(const ImPlotTime& t, ImPlotTimeUnit unit, int count) {
tm& Tm = GImPlot->Tm;
ImPlotTime t_out = t;
switch(unit) {
case ImPlotTimeUnit_Us: t_out.Us += count; break;
case ImPlotTimeUnit_Ms: t_out.Us += count * 1000; break;
case ImPlotTimeUnit_S: t_out.S += count; break;
case ImPlotTimeUnit_Min: t_out.S += count * 60; break;
case ImPlotTimeUnit_Hr: t_out.S += count * 3600; break;
case ImPlotTimeUnit_Day: t_out.S += count * 86400; break;
case ImPlotTimeUnit_Mo: for (int i = 0; i < abs(count); ++i) {
GetTime(t_out, &Tm);
if (count > 0)
t_out.S += 86400 * GetDaysInMonth(Tm.tm_year + 1900, Tm.tm_mon);
else if (count < 0)
t_out.S -= 86400 * GetDaysInMonth(Tm.tm_year + 1900 - (Tm.tm_mon == 0 ? 1 : 0), Tm.tm_mon == 0 ? 11 : Tm.tm_mon - 1); // NOT WORKING
}
break;
case ImPlotTimeUnit_Yr: for (int i = 0; i < abs(count); ++i) {
if (count > 0)
t_out.S += 86400 * (365 + (int)IsLeapYear(GetYear(t_out)));
else if (count < 0)
t_out.S -= 86400 * (365 + (int)IsLeapYear(GetYear(t_out) - 1));
// this is incorrect if leap year and we are past Feb 28
}
break;
default: break;
}
t_out.RollOver();
return t_out;
}
ImPlotTime FloorTime(const ImPlotTime& t, ImPlotTimeUnit unit) {
ImPlotContext& gp = *GImPlot;
GetTime(t, &gp.Tm);
switch (unit) {
case ImPlotTimeUnit_S: return ImPlotTime(t.S, 0);
case ImPlotTimeUnit_Ms: return ImPlotTime(t.S, (t.Us / 1000) * 1000);
case ImPlotTimeUnit_Us: return t;
case ImPlotTimeUnit_Yr: gp.Tm.tm_mon = 0; // fall-through
case ImPlotTimeUnit_Mo: gp.Tm.tm_mday = 1; // fall-through
case ImPlotTimeUnit_Day: gp.Tm.tm_hour = 0; // fall-through
case ImPlotTimeUnit_Hr: gp.Tm.tm_min = 0; // fall-through
case ImPlotTimeUnit_Min: gp.Tm.tm_sec = 0; break;
default: return t;
}
return MkTime(&gp.Tm);
}
ImPlotTime CeilTime(const ImPlotTime& t, ImPlotTimeUnit unit) {
return AddTime(FloorTime(t, unit), unit, 1);
}
ImPlotTime RoundTime(const ImPlotTime& t, ImPlotTimeUnit unit) {
ImPlotTime t1 = FloorTime(t, unit);
ImPlotTime t2 = AddTime(t1,unit,1);
if (t1.S == t2.S)
return t.Us - t1.Us < t2.Us - t.Us ? t1 : t2;
return t.S - t1.S < t2.S - t.S ? t1 : t2;
}
ImPlotTime CombineDateTime(const ImPlotTime& date_part, const ImPlotTime& tod_part) {
ImPlotContext& gp = *GImPlot;
tm& Tm = gp.Tm;
GetTime(date_part, &gp.Tm);
int y = Tm.tm_year;
int m = Tm.tm_mon;
int d = Tm.tm_mday;
GetTime(tod_part, &gp.Tm);
Tm.tm_year = y;
Tm.tm_mon = m;
Tm.tm_mday = d;
ImPlotTime t = MkTime(&Tm);
t.Us = tod_part.Us;
return t;
}
// TODO: allow users to define these
static const char* MONTH_NAMES[] = {"January","February","March","April","May","June","July","August","September","October","November","December"};
static const char* WD_ABRVS[] = {"Su","Mo","Tu","We","Th","Fr","Sa"};
static const char* MONTH_ABRVS[] = {"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"};
int FormatTime(const ImPlotTime& t, char* buffer, int size, ImPlotTimeFmt fmt, bool use_24_hr_clk) {
tm& Tm = GImPlot->Tm;
GetTime(t, &Tm);
const int us = t.Us % 1000;
const int ms = t.Us / 1000;
const int sec = Tm.tm_sec;
const int min = Tm.tm_min;
if (use_24_hr_clk) {
const int hr = Tm.tm_hour;
switch(fmt) {
case ImPlotTimeFmt_Us: return ImFormatString(buffer, size, ".%03d %03d", ms, us);
case ImPlotTimeFmt_SUs: return ImFormatString(buffer, size, ":%02d.%03d %03d", sec, ms, us);
case ImPlotTimeFmt_SMs: return ImFormatString(buffer, size, ":%02d.%03d", sec, ms);
case ImPlotTimeFmt_S: return ImFormatString(buffer, size, ":%02d", sec);
case ImPlotTimeFmt_MinSMs: return ImFormatString(buffer, size, ":%02d:%02d.%03d", min, sec, ms);
case ImPlotTimeFmt_HrMinSMs: return ImFormatString(buffer, size, "%02d:%02d:%02d.%03d", hr, min, sec, ms);
case ImPlotTimeFmt_HrMinS: return ImFormatString(buffer, size, "%02d:%02d:%02d", hr, min, sec);
case ImPlotTimeFmt_HrMin: return ImFormatString(buffer, size, "%02d:%02d", hr, min);
case ImPlotTimeFmt_Hr: return ImFormatString(buffer, size, "%02d:00", hr);
default: return 0;
}
}
else {
const char* ap = Tm.tm_hour < 12 ? "am" : "pm";
const int hr = (Tm.tm_hour == 0 || Tm.tm_hour == 12) ? 12 : Tm.tm_hour % 12;
switch(fmt) {
case ImPlotTimeFmt_Us: return ImFormatString(buffer, size, ".%03d %03d", ms, us);
case ImPlotTimeFmt_SUs: return ImFormatString(buffer, size, ":%02d.%03d %03d", sec, ms, us);
case ImPlotTimeFmt_SMs: return ImFormatString(buffer, size, ":%02d.%03d", sec, ms);
case ImPlotTimeFmt_S: return ImFormatString(buffer, size, ":%02d", sec);
case ImPlotTimeFmt_MinSMs: return ImFormatString(buffer, size, ":%02d:%02d.%03d", min, sec, ms);
case ImPlotTimeFmt_HrMinSMs: return ImFormatString(buffer, size, "%d:%02d:%02d.%03d%s", hr, min, sec, ms, ap);
case ImPlotTimeFmt_HrMinS: return ImFormatString(buffer, size, "%d:%02d:%02d%s", hr, min, sec, ap);
case ImPlotTimeFmt_HrMin: return ImFormatString(buffer, size, "%d:%02d%s", hr, min, ap);
case ImPlotTimeFmt_Hr: return ImFormatString(buffer, size, "%d%s", hr, ap);
default: return 0;
}
}
}
int FormatDate(const ImPlotTime& t, char* buffer, int size, ImPlotDateFmt fmt, bool use_iso_8601) {
tm& Tm = GImPlot->Tm;
GetTime(t, &Tm);
const int day = Tm.tm_mday;
const int mon = Tm.tm_mon + 1;
const int year = Tm.tm_year + 1900;
const int yr = year % 100;
if (use_iso_8601) {
switch (fmt) {
case ImPlotDateFmt_DayMo: return ImFormatString(buffer, size, "--%02d-%02d", mon, day);
case ImPlotDateFmt_DayMoYr: return ImFormatString(buffer, size, "%d-%02d-%02d", year, mon, day);
case ImPlotDateFmt_MoYr: return ImFormatString(buffer, size, "%d-%02d", year, mon);
case ImPlotDateFmt_Mo: return ImFormatString(buffer, size, "--%02d", mon);
case ImPlotDateFmt_Yr: return ImFormatString(buffer, size, "%d", year);
default: return 0;
}
}
else {
switch (fmt) {
case ImPlotDateFmt_DayMo: return ImFormatString(buffer, size, "%d/%d", mon, day);
case ImPlotDateFmt_DayMoYr: return ImFormatString(buffer, size, "%d/%d/%02d", mon, day, yr);
case ImPlotDateFmt_MoYr: return ImFormatString(buffer, size, "%s %d", MONTH_ABRVS[Tm.tm_mon], year);
case ImPlotDateFmt_Mo: return ImFormatString(buffer, size, "%s", MONTH_ABRVS[Tm.tm_mon]);
case ImPlotDateFmt_Yr: return ImFormatString(buffer, size, "%d", year);
default: return 0;
}
}
}
int FormatDateTime(const ImPlotTime& t, char* buffer, int size, ImPlotDateTimeSpec fmt) {
int written = 0;
if (fmt.Date != ImPlotDateFmt_None)
written += FormatDate(t, buffer, size, fmt.Date, fmt.UseISO8601);
if (fmt.Time != ImPlotTimeFmt_None) {
if (fmt.Date != ImPlotDateFmt_None)
buffer[written++] = ' ';
written += FormatTime(t, &buffer[written], size - written, fmt.Time, fmt.Use24HourClock);
}
return written;
}
inline float GetDateTimeWidth(ImPlotDateTimeSpec fmt) {
static const ImPlotTime t_max_width = MakeTime(2888, 12, 22, 12, 58, 58, 888888); // best guess at time that maximizes pixel width
char buffer[32];
FormatDateTime(t_max_width, buffer, 32, fmt);
return ImGui::CalcTextSize(buffer).x;
}
inline bool TimeLabelSame(const char* l1, const char* l2) {
size_t len1 = strlen(l1);
size_t len2 = strlen(l2);
size_t n = len1 < len2 ? len1 : len2;
return strcmp(l1 + len1 - n, l2 + len2 - n) == 0;
}
static const ImPlotDateTimeSpec TimeFormatLevel0[ImPlotTimeUnit_COUNT] = {
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Us),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SMs),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_S),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Hr),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMo, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Mo, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None)
};
static const ImPlotDateTimeSpec TimeFormatLevel1[ImPlotTimeUnit_COUNT] = {
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMinS),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None)
};
static const ImPlotDateTimeSpec TimeFormatLevel1First[ImPlotTimeUnit_COUNT] = {
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMinS),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMinS),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None)
};
static const ImPlotDateTimeSpec TimeFormatMouseCursor[ImPlotTimeUnit_COUNT] = {
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Us),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SUs),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SMs),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMinS),
ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMo, ImPlotTimeFmt_Hr),
ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None),
ImPlotDateTimeSpec(ImPlotDateFmt_MoYr, ImPlotTimeFmt_None)
};
inline ImPlotDateTimeSpec GetDateTimeFmt(const ImPlotDateTimeSpec* ctx, ImPlotTimeUnit idx) {
ImPlotStyle& style = GetStyle();
ImPlotDateTimeSpec fmt = ctx[idx];
fmt.UseISO8601 = style.UseISO8601;
fmt.Use24HourClock = style.Use24HourClock;
return fmt;
}
void Locator_Time(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) {
IM_ASSERT_USER_ERROR(vertical == false, "Cannot locate Time ticks on vertical axis!");
(void)vertical;
// get units for level 0 and level 1 labels
const ImPlotTimeUnit unit0 = GetUnitForRange(range.Size() / (pixels / 100)); // level = 0 (top)
const ImPlotTimeUnit unit1 = ImClamp(unit0 + 1, 0, ImPlotTimeUnit_COUNT-1); // level = 1 (bottom)
// get time format specs
const ImPlotDateTimeSpec fmt0 = GetDateTimeFmt(TimeFormatLevel0, unit0);
const ImPlotDateTimeSpec fmt1 = GetDateTimeFmt(TimeFormatLevel1, unit1);
const ImPlotDateTimeSpec fmtf = GetDateTimeFmt(TimeFormatLevel1First, unit1);
// min max times
const ImPlotTime t_min = ImPlotTime::FromDouble(range.Min);
const ImPlotTime t_max = ImPlotTime::FromDouble(range.Max);
// maximum allowable density of labels
const float max_density = 0.5f;
// book keeping
int last_major_offset = -1;
// formatter data
Formatter_Time_Data ftd;
ftd.UserFormatter = formatter;
ftd.UserFormatterData = formatter_data;
if (unit0 != ImPlotTimeUnit_Yr) {
// pixels per major (level 1) division
const float pix_per_major_div = pixels / (float)(range.Size() / TimeUnitSpans[unit1]);
// nominal pixels taken up by labels
const float fmt0_width = GetDateTimeWidth(fmt0);
const float fmt1_width = GetDateTimeWidth(fmt1);
const float fmtf_width = GetDateTimeWidth(fmtf);
// the maximum number of minor (level 0) labels that can fit between major (level 1) divisions
const int minor_per_major = (int)(max_density * pix_per_major_div / fmt0_width);
// the minor step size (level 0)
const int step = GetTimeStep(minor_per_major, unit0);
// generate ticks
ImPlotTime t1 = FloorTime(ImPlotTime::FromDouble(range.Min), unit1);
while (t1 < t_max) {
// get next major
const ImPlotTime t2 = AddTime(t1, unit1, 1);
// add major tick
if (t1 >= t_min && t1 <= t_max) {
// minor level 0 tick
ftd.Time = t1; ftd.Spec = fmt0;
ticker.AddTick(t1.ToDouble(), true, 0, true, Formatter_Time, &ftd);
// major level 1 tick
ftd.Time = t1; ftd.Spec = last_major_offset < 0 ? fmtf : fmt1;
ImPlotTick& tick_maj = ticker.AddTick(t1.ToDouble(), true, 1, true, Formatter_Time, &ftd);
const char* this_major = ticker.GetText(tick_maj);
if (last_major_offset >= 0 && TimeLabelSame(ticker.TextBuffer.Buf.Data + last_major_offset, this_major))
tick_maj.ShowLabel = false;
last_major_offset = tick_maj.TextOffset;
}
// add minor ticks up until next major
if (minor_per_major > 1 && (t_min <= t2 && t1 <= t_max)) {
ImPlotTime t12 = AddTime(t1, unit0, step);
while (t12 < t2) {
float px_to_t2 = (float)((t2 - t12).ToDouble()/range.Size()) * pixels;
if (t12 >= t_min && t12 <= t_max) {
ftd.Time = t12; ftd.Spec = fmt0;
ticker.AddTick(t12.ToDouble(), false, 0, px_to_t2 >= fmt0_width, Formatter_Time, &ftd);
if (last_major_offset < 0 && px_to_t2 >= fmt0_width && px_to_t2 >= (fmt1_width + fmtf_width) / 2) {
ftd.Time = t12; ftd.Spec = fmtf;
ImPlotTick& tick_maj = ticker.AddTick(t12.ToDouble(), true, 1, true, Formatter_Time, &ftd);
last_major_offset = tick_maj.TextOffset;
}
}
t12 = AddTime(t12, unit0, step);
}
}
t1 = t2;
}
}
else {
const ImPlotDateTimeSpec fmty = GetDateTimeFmt(TimeFormatLevel0, ImPlotTimeUnit_Yr);
const float label_width = GetDateTimeWidth(fmty);
const int max_labels = (int)(max_density * pixels / label_width);
const int year_min = GetYear(t_min);
const int year_max = GetYear(CeilTime(t_max, ImPlotTimeUnit_Yr));
const double nice_range = NiceNum((year_max - year_min)*0.99,false);
const double interval = NiceNum(nice_range / (max_labels - 1), true);
const int graphmin = (int)(floor(year_min / interval) * interval);
const int graphmax = (int)(ceil(year_max / interval) * interval);
const int step = (int)interval <= 0 ? 1 : (int)interval;
for (int y = graphmin; y < graphmax; y += step) {
ImPlotTime t = MakeTime(y);
if (t >= t_min && t <= t_max) {
ftd.Time = t; ftd.Spec = fmty;
ticker.AddTick(t.ToDouble(), true, 0, true, Formatter_Time, &ftd);
}
}
}
}
//-----------------------------------------------------------------------------
// Context Menu
//-----------------------------------------------------------------------------
template <typename F>
bool DragFloat(const char*, F*, float, F, F) {
return false;
}
template <>
bool DragFloat<double>(const char* label, double* v, float v_speed, double v_min, double v_max) {
return ImGui::DragScalar(label, ImGuiDataType_Double, v, v_speed, &v_min, &v_max, "%.3g", 1);
}
template <>
bool DragFloat<float>(const char* label, float* v, float v_speed, float v_min, float v_max) {
return ImGui::DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, "%.3g", 1);
}
inline void BeginDisabledControls(bool cond) {
if (cond) {
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.25f);
}
}
inline void EndDisabledControls(bool cond) {
if (cond) {
ImGui::PopItemFlag();
ImGui::PopStyleVar();
}
}
void ShowAxisContextMenu(ImPlotAxis& axis, ImPlotAxis* equal_axis, bool /*time_allowed*/) {
ImGui::PushItemWidth(75);
bool always_locked = axis.IsRangeLocked() || axis.IsAutoFitting();
bool label = axis.HasLabel();
bool grid = axis.HasGridLines();
bool ticks = axis.HasTickMarks();
bool labels = axis.HasTickLabels();
double drag_speed = (axis.Range.Size() <= DBL_EPSILON) ? DBL_EPSILON * 1.0e+13 : 0.01 * axis.Range.Size(); // recover from almost equal axis limits.
if (axis.Scale == ImPlotScale_Time) {
ImPlotTime tmin = ImPlotTime::FromDouble(axis.Range.Min);
ImPlotTime tmax = ImPlotTime::FromDouble(axis.Range.Max);
BeginDisabledControls(always_locked);
ImGui::CheckboxFlags("##LockMin", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMin);
EndDisabledControls(always_locked);
ImGui::SameLine();
BeginDisabledControls(axis.IsLockedMin() || always_locked);
if (ImGui::BeginMenu("Min Time")) {
if (ShowTimePicker("mintime", &tmin)) {
if (tmin >= tmax)
tmax = AddTime(tmin, ImPlotTimeUnit_S, 1);
axis.SetRange(tmin.ToDouble(),tmax.ToDouble());
}
ImGui::Separator();
if (ShowDatePicker("mindate",&axis.PickerLevel,&axis.PickerTimeMin,&tmin,&tmax)) {
tmin = CombineDateTime(axis.PickerTimeMin, tmin);
if (tmin >= tmax)
tmax = AddTime(tmin, ImPlotTimeUnit_S, 1);
axis.SetRange(tmin.ToDouble(), tmax.ToDouble());
}
ImGui::EndMenu();
}
EndDisabledControls(axis.IsLockedMin() || always_locked);
BeginDisabledControls(always_locked);
ImGui::CheckboxFlags("##LockMax", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMax);
EndDisabledControls(always_locked);
ImGui::SameLine();
BeginDisabledControls(axis.IsLockedMax() || always_locked);
if (ImGui::BeginMenu("Max Time")) {
if (ShowTimePicker("maxtime", &tmax)) {
if (tmax <= tmin)
tmin = AddTime(tmax, ImPlotTimeUnit_S, -1);
axis.SetRange(tmin.ToDouble(),tmax.ToDouble());
}
ImGui::Separator();
if (ShowDatePicker("maxdate",&axis.PickerLevel,&axis.PickerTimeMax,&tmin,&tmax)) {
tmax = CombineDateTime(axis.PickerTimeMax, tmax);
if (tmax <= tmin)
tmin = AddTime(tmax, ImPlotTimeUnit_S, -1);
axis.SetRange(tmin.ToDouble(), tmax.ToDouble());
}
ImGui::EndMenu();
}
EndDisabledControls(axis.IsLockedMax() || always_locked);
}
else {
BeginDisabledControls(always_locked);
ImGui::CheckboxFlags("##LockMin", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMin);
EndDisabledControls(always_locked);
ImGui::SameLine();
BeginDisabledControls(axis.IsLockedMin() || always_locked);
double temp_min = axis.Range.Min;
if (DragFloat("Min", &temp_min, (float)drag_speed, -HUGE_VAL, axis.Range.Max - DBL_EPSILON)) {
axis.SetMin(temp_min,true);
if (equal_axis != nullptr)
equal_axis->SetAspect(axis.GetAspect());
}
EndDisabledControls(axis.IsLockedMin() || always_locked);
BeginDisabledControls(always_locked);
ImGui::CheckboxFlags("##LockMax", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMax);
EndDisabledControls(always_locked);
ImGui::SameLine();
BeginDisabledControls(axis.IsLockedMax() || always_locked);
double temp_max = axis.Range.Max;
if (DragFloat("Max", &temp_max, (float)drag_speed, axis.Range.Min + DBL_EPSILON, HUGE_VAL)) {
axis.SetMax(temp_max,true);
if (equal_axis != nullptr)
equal_axis->SetAspect(axis.GetAspect());
}
EndDisabledControls(axis.IsLockedMax() || always_locked);
}
ImGui::Separator();
ImGui::CheckboxFlags("Auto-Fit",(unsigned int*)&axis.Flags, ImPlotAxisFlags_AutoFit);
// TODO
// BeginDisabledControls(axis.IsTime() && time_allowed);
// ImGui::CheckboxFlags("Log Scale",(unsigned int*)&axis.Flags, ImPlotAxisFlags_LogScale);
// EndDisabledControls(axis.IsTime() && time_allowed);
// if (time_allowed) {
// BeginDisabledControls(axis.IsLog() || axis.IsSymLog());
// ImGui::CheckboxFlags("Time",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Time);
// EndDisabledControls(axis.IsLog() || axis.IsSymLog());
// }
ImGui::Separator();
ImGui::CheckboxFlags("Invert",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Invert);
ImGui::CheckboxFlags("Opposite",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Opposite);
ImGui::Separator();
BeginDisabledControls(axis.LabelOffset == -1);
if (ImGui::Checkbox("Label", &label))
ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoLabel);
EndDisabledControls(axis.LabelOffset == -1);
if (ImGui::Checkbox("Grid Lines", &grid))
ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoGridLines);
if (ImGui::Checkbox("Tick Marks", &ticks))
ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoTickMarks);
if (ImGui::Checkbox("Tick Labels", &labels))
ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoTickLabels);
}
bool ShowLegendContextMenu(ImPlotLegend& legend, bool visible) {
const float s = ImGui::GetFrameHeight();
bool ret = false;
if (ImGui::Checkbox("Show",&visible))
ret = true;
if (legend.CanGoInside)
ImGui::CheckboxFlags("Outside",(unsigned int*)&legend.Flags, ImPlotLegendFlags_Outside);
if (ImGui::RadioButton("H", ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal)))
legend.Flags |= ImPlotLegendFlags_Horizontal;
ImGui::SameLine();
if (ImGui::RadioButton("V", !ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal)))
legend.Flags &= ~ImPlotLegendFlags_Horizontal;
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2,2));
if (ImGui::Button("NW",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_NorthWest; } ImGui::SameLine();
if (ImGui::Button("N", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_North; } ImGui::SameLine();
if (ImGui::Button("NE",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_NorthEast; }
if (ImGui::Button("W", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_West; } ImGui::SameLine();
if (ImGui::InvisibleButton("C", ImVec2(1.5f*s,s))) { } ImGui::SameLine();
if (ImGui::Button("E", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_East; }
if (ImGui::Button("SW",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_SouthWest; } ImGui::SameLine();
if (ImGui::Button("S", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_South; } ImGui::SameLine();
if (ImGui::Button("SE",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_SouthEast; }
ImGui::PopStyleVar();
return ret;
}
void ShowSubplotsContextMenu(ImPlotSubplot& subplot) {
if ((ImGui::BeginMenu("Linking"))) {
if (ImGui::MenuItem("Link Rows",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows);
if (ImGui::MenuItem("Link Cols",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols);
if (ImGui::MenuItem("Link All X",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX);
if (ImGui::MenuItem("Link All Y",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY);
ImGui::EndMenu();
}
if ((ImGui::BeginMenu("Settings"))) {
BeginDisabledControls(!subplot.HasTitle);
if (ImGui::MenuItem("Title",nullptr,subplot.HasTitle && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle);
EndDisabledControls(!subplot.HasTitle);
if (ImGui::MenuItem("Resizable",nullptr,!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoResize)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoResize);
if (ImGui::MenuItem("Align",nullptr,!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign);
if (ImGui::MenuItem("Share Items",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems)))
ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems);
ImGui::EndMenu();
}
}
void ShowPlotContextMenu(ImPlotPlot& plot) {
ImPlotContext& gp = *GImPlot;
const bool owns_legend = gp.CurrentItems == &plot.Items;
const bool equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal);
char buf[16] = {};
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (!x_axis.Enabled || !x_axis.HasMenus())
continue;
ImGui::PushID(i);
ImFormatString(buf, sizeof(buf) - 1, i == 0 ? "X-Axis" : "X-Axis %d", i + 1);
if (ImGui::BeginMenu(x_axis.HasLabel() ? plot.GetAxisLabel(x_axis) : buf)) {
ShowAxisContextMenu(x_axis, equal ? x_axis.OrthoAxis : nullptr, false);
ImGui::EndMenu();
}
ImGui::PopID();
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (!y_axis.Enabled || !y_axis.HasMenus())
continue;
ImGui::PushID(i);
ImFormatString(buf, sizeof(buf) - 1, i == 0 ? "Y-Axis" : "Y-Axis %d", i + 1);
if (ImGui::BeginMenu(y_axis.HasLabel() ? plot.GetAxisLabel(y_axis) : buf)) {
ShowAxisContextMenu(y_axis, equal ? y_axis.OrthoAxis : nullptr, false);
ImGui::EndMenu();
}
ImGui::PopID();
}
ImGui::Separator();
if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoMenus)) {
if ((ImGui::BeginMenu("Legend"))) {
if (owns_legend) {
if (ShowLegendContextMenu(plot.Items.Legend, !ImHasFlag(plot.Flags, ImPlotFlags_NoLegend)))
ImFlipFlag(plot.Flags, ImPlotFlags_NoLegend);
}
else if (gp.CurrentSubplot != nullptr) {
if (ShowLegendContextMenu(gp.CurrentSubplot->Items.Legend, !ImHasFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoLegend)))
ImFlipFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoLegend);
}
ImGui::EndMenu();
}
}
if ((ImGui::BeginMenu("Settings"))) {
if (ImGui::MenuItem("Equal", nullptr, ImHasFlag(plot.Flags, ImPlotFlags_Equal)))
ImFlipFlag(plot.Flags, ImPlotFlags_Equal);
if (ImGui::MenuItem("Box Select",nullptr,!ImHasFlag(plot.Flags, ImPlotFlags_NoBoxSelect)))
ImFlipFlag(plot.Flags, ImPlotFlags_NoBoxSelect);
BeginDisabledControls(plot.TitleOffset == -1);
if (ImGui::MenuItem("Title",nullptr,plot.HasTitle()))
ImFlipFlag(plot.Flags, ImPlotFlags_NoTitle);
EndDisabledControls(plot.TitleOffset == -1);
if (ImGui::MenuItem("Mouse Position",nullptr,!ImHasFlag(plot.Flags, ImPlotFlags_NoMouseText)))
ImFlipFlag(plot.Flags, ImPlotFlags_NoMouseText);
if (ImGui::MenuItem("Crosshairs",nullptr,ImHasFlag(plot.Flags, ImPlotFlags_Crosshairs)))
ImFlipFlag(plot.Flags, ImPlotFlags_Crosshairs);
ImGui::EndMenu();
}
if (gp.CurrentSubplot != nullptr && !ImHasFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoMenus)) {
ImGui::Separator();
if ((ImGui::BeginMenu("Subplots"))) {
ShowSubplotsContextMenu(*gp.CurrentSubplot);
ImGui::EndMenu();
}
}
}
//-----------------------------------------------------------------------------
// Axis Utils
//-----------------------------------------------------------------------------
static inline int AxisPrecision(const ImPlotAxis& axis) {
const double range = axis.Ticker.TickCount() > 1 ? (axis.Ticker.Ticks[1].PlotPos - axis.Ticker.Ticks[0].PlotPos) : axis.Range.Size();
return Precision(range);
}
static inline double RoundAxisValue(const ImPlotAxis& axis, double value) {
return RoundTo(value, AxisPrecision(axis));
}
void LabelAxisValue(const ImPlotAxis& axis, double value, char* buff, int size, bool round) {
ImPlotContext& gp = *GImPlot;
// TODO: We shouldn't explicitly check that the axis is Time here. Ideally,
// Formatter_Time would handle the formatting for us, but the code below
// needs additional arguments which are not currently available in ImPlotFormatter
if (axis.Locator == Locator_Time) {
ImPlotTimeUnit unit = axis.Vertical
? GetUnitForRange(axis.Range.Size() / (gp.CurrentPlot->PlotRect.GetHeight() / 100)) // TODO: magic value!
: GetUnitForRange(axis.Range.Size() / (gp.CurrentPlot->PlotRect.GetWidth() / 100)); // TODO: magic value!
FormatDateTime(ImPlotTime::FromDouble(value), buff, size, GetDateTimeFmt(TimeFormatMouseCursor, unit));
}
else {
if (round)
value = RoundAxisValue(axis, value);
axis.Formatter(value, buff, size, axis.FormatterData);
}
}
void UpdateAxisColors(ImPlotAxis& axis) {
const ImVec4 col_grid = GetStyleColorVec4(ImPlotCol_AxisGrid);
axis.ColorMaj = ImGui::GetColorU32(col_grid);
axis.ColorMin = ImGui::GetColorU32(col_grid*ImVec4(1,1,1,GImPlot->Style.MinorAlpha));
axis.ColorTick = GetStyleColorU32(ImPlotCol_AxisTick);
axis.ColorTxt = GetStyleColorU32(ImPlotCol_AxisText);
axis.ColorBg = GetStyleColorU32(ImPlotCol_AxisBg);
axis.ColorHov = GetStyleColorU32(ImPlotCol_AxisBgHovered);
axis.ColorAct = GetStyleColorU32(ImPlotCol_AxisBgActive);
// axis.ColorHiLi = IM_COL32_BLACK_TRANS;
}
void PadAndDatumAxesX(ImPlotPlot& plot, float& pad_T, float& pad_B, ImPlotAlignmentData* align) {
ImPlotContext& gp = *GImPlot;
const float T = ImGui::GetTextLineHeight();
const float P = gp.Style.LabelPadding.y;
const float K = gp.Style.MinorTickLen.x;
int count_T = 0;
int count_B = 0;
float last_T = plot.AxesRect.Min.y;
float last_B = plot.AxesRect.Max.y;
for (int i = IMPLOT_NUM_X_AXES; i-- > 0;) { // FYI: can iterate forward
ImPlotAxis& axis = plot.XAxis(i);
if (!axis.Enabled)
continue;
const bool label = axis.HasLabel();
const bool ticks = axis.HasTickLabels();
const bool opp = axis.IsOpposite();
const bool time = axis.Scale == ImPlotScale_Time;
if (opp) {
if (count_T++ > 0)
pad_T += K + P;
if (label)
pad_T += T + P;
if (ticks)
pad_T += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0);
axis.Datum1 = plot.CanvasRect.Min.y + pad_T;
axis.Datum2 = last_T;
last_T = axis.Datum1;
}
else {
if (count_B++ > 0)
pad_B += K + P;
if (label)
pad_B += T + P;
if (ticks)
pad_B += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0);
axis.Datum1 = plot.CanvasRect.Max.y - pad_B;
axis.Datum2 = last_B;
last_B = axis.Datum1;
}
}
if (align) {
count_T = count_B = 0;
float delta_T, delta_B;
align->Update(pad_T,pad_B,delta_T,delta_B);
for (int i = IMPLOT_NUM_X_AXES; i-- > 0;) {
ImPlotAxis& axis = plot.XAxis(i);
if (!axis.Enabled)
continue;
if (axis.IsOpposite()) {
axis.Datum1 += delta_T;
axis.Datum2 += count_T++ > 1 ? delta_T : 0;
}
else {
axis.Datum1 -= delta_B;
axis.Datum2 -= count_B++ > 1 ? delta_B : 0;
}
}
}
}
void PadAndDatumAxesY(ImPlotPlot& plot, float& pad_L, float& pad_R, ImPlotAlignmentData* align) {
// [ pad_L ] [ pad_R ]
// .................CanvasRect................
// :TPWPK.PTPWP _____PlotRect____ PWPTP.KPWPT:
// :A # |- A # |- -| # A -| # A:
// :X | X | | X | x:
// :I # |- I # |- -| # I -| # I:
// :S | S | | S | S:
// :3 # |- 0 # |-_______________-| # 1 -| # 2:
// :.........................................:
//
// T = text height
// P = label padding
// K = minor tick length
// W = label width
ImPlotContext& gp = *GImPlot;
const float T = ImGui::GetTextLineHeight();
const float P = gp.Style.LabelPadding.x;
const float K = gp.Style.MinorTickLen.y;
int count_L = 0;
int count_R = 0;
float last_L = plot.AxesRect.Min.x;
float last_R = plot.AxesRect.Max.x;
for (int i = IMPLOT_NUM_Y_AXES; i-- > 0;) { // FYI: can iterate forward
ImPlotAxis& axis = plot.YAxis(i);
if (!axis.Enabled)
continue;
const bool label = axis.HasLabel();
const bool ticks = axis.HasTickLabels();
const bool opp = axis.IsOpposite();
if (opp) {
if (count_R++ > 0)
pad_R += K + P;
if (label)
pad_R += T + P;
if (ticks)
pad_R += axis.Ticker.MaxSize.x + P;
axis.Datum1 = plot.CanvasRect.Max.x - pad_R;
axis.Datum2 = last_R;
last_R = axis.Datum1;
}
else {
if (count_L++ > 0)
pad_L += K + P;
if (label)
pad_L += T + P;
if (ticks)
pad_L += axis.Ticker.MaxSize.x + P;
axis.Datum1 = plot.CanvasRect.Min.x + pad_L;
axis.Datum2 = last_L;
last_L = axis.Datum1;
}
}
plot.PlotRect.Min.x = plot.CanvasRect.Min.x + pad_L;
plot.PlotRect.Max.x = plot.CanvasRect.Max.x - pad_R;
if (align) {
count_L = count_R = 0;
float delta_L, delta_R;
align->Update(pad_L,pad_R,delta_L,delta_R);
for (int i = IMPLOT_NUM_Y_AXES; i-- > 0;) {
ImPlotAxis& axis = plot.YAxis(i);
if (!axis.Enabled)
continue;
if (axis.IsOpposite()) {
axis.Datum1 -= delta_R;
axis.Datum2 -= count_R++ > 1 ? delta_R : 0;
}
else {
axis.Datum1 += delta_L;
axis.Datum2 += count_L++ > 1 ? delta_L : 0;
}
}
}
}
//-----------------------------------------------------------------------------
// RENDERING
//-----------------------------------------------------------------------------
static inline void RenderGridLinesX(ImDrawList& DrawList, const ImPlotTicker& ticker, const ImRect& rect, ImU32 col_maj, ImU32 col_min, float size_maj, float size_min) {
const float density = ticker.TickCount() / rect.GetWidth();
ImVec4 col_min4 = ImGui::ColorConvertU32ToFloat4(col_min);
col_min4.w *= ImClamp(ImRemap(density, 0.1f, 0.2f, 1.0f, 0.0f), 0.0f, 1.0f);
col_min = ImGui::ColorConvertFloat4ToU32(col_min4);
for (int t = 0; t < ticker.TickCount(); t++) {
const ImPlotTick& xt = ticker.Ticks[t];
if (xt.PixelPos < rect.Min.x || xt.PixelPos > rect.Max.x)
continue;
if (xt.Level == 0) {
if (xt.Major)
DrawList.AddLine(ImVec2(xt.PixelPos, rect.Min.y), ImVec2(xt.PixelPos, rect.Max.y), col_maj, size_maj);
else if (density < 0.2f)
DrawList.AddLine(ImVec2(xt.PixelPos, rect.Min.y), ImVec2(xt.PixelPos, rect.Max.y), col_min, size_min);
}
}
}
static inline void RenderGridLinesY(ImDrawList& DrawList, const ImPlotTicker& ticker, const ImRect& rect, ImU32 col_maj, ImU32 col_min, float size_maj, float size_min) {
const float density = ticker.TickCount() / rect.GetHeight();
ImVec4 col_min4 = ImGui::ColorConvertU32ToFloat4(col_min);
col_min4.w *= ImClamp(ImRemap(density, 0.1f, 0.2f, 1.0f, 0.0f), 0.0f, 1.0f);
col_min = ImGui::ColorConvertFloat4ToU32(col_min4);
for (int t = 0; t < ticker.TickCount(); t++) {
const ImPlotTick& yt = ticker.Ticks[t];
if (yt.PixelPos < rect.Min.y || yt.PixelPos > rect.Max.y)
continue;
if (yt.Major)
DrawList.AddLine(ImVec2(rect.Min.x, yt.PixelPos), ImVec2(rect.Max.x, yt.PixelPos), col_maj, size_maj);
else if (density < 0.2f)
DrawList.AddLine(ImVec2(rect.Min.x, yt.PixelPos), ImVec2(rect.Max.x, yt.PixelPos), col_min, size_min);
}
}
static inline void RenderSelectionRect(ImDrawList& DrawList, const ImVec2& p_min, const ImVec2& p_max, const ImVec4& col) {
const ImU32 col_bg = ImGui::GetColorU32(col * ImVec4(1,1,1,0.25f));
const ImU32 col_bd = ImGui::GetColorU32(col);
DrawList.AddRectFilled(p_min, p_max, col_bg);
DrawList.AddRect(p_min, p_max, col_bd);
}
//-----------------------------------------------------------------------------
// Input Handling
//-----------------------------------------------------------------------------
static const float MOUSE_CURSOR_DRAG_THRESHOLD = 5.0f;
static const float BOX_SELECT_DRAG_THRESHOLD = 4.0f;
bool UpdateInput(ImPlotPlot& plot) {
bool changed = false;
ImPlotContext& gp = *GImPlot;
ImGuiIO& IO = ImGui::GetIO();
// BUTTON STATE -----------------------------------------------------------
const ImGuiButtonFlags plot_button_flags = ImGuiButtonFlags_AllowOverlap
| ImGuiButtonFlags_PressedOnClick
| ImGuiButtonFlags_PressedOnDoubleClick
| ImGuiButtonFlags_MouseButtonLeft
| ImGuiButtonFlags_MouseButtonRight
| ImGuiButtonFlags_MouseButtonMiddle;
const ImGuiButtonFlags axis_button_flags = ImGuiButtonFlags_FlattenChildren
| plot_button_flags;
const bool plot_clicked = ImGui::ButtonBehavior(plot.PlotRect,plot.ID,&plot.Hovered,&plot.Held,plot_button_flags);
#if (IMGUI_VERSION_NUM < 18966)
ImGui::SetItemAllowOverlap(); // Handled by ButtonBehavior()
#endif
if (plot_clicked) {
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoBoxSelect) && IO.MouseClicked[gp.InputMap.Select] && ImHasFlag(IO.KeyMods, gp.InputMap.SelectMod)) {
plot.Selecting = true;
plot.SelectStart = IO.MousePos;
plot.SelectRect = ImRect(0,0,0,0);
}
if (IO.MouseDoubleClicked[gp.InputMap.Fit]) {
plot.FitThisFrame = true;
for (int i = 0; i < ImAxis_COUNT; ++i)
plot.Axes[i].FitThisFrame = true;
}
}
const bool can_pan = IO.MouseDown[gp.InputMap.Pan] && ImHasFlag(IO.KeyMods, gp.InputMap.PanMod);
plot.Held = plot.Held && can_pan;
bool x_click[IMPLOT_NUM_X_AXES] = {false};
bool x_held[IMPLOT_NUM_X_AXES] = {false};
bool x_hov[IMPLOT_NUM_X_AXES] = {false};
bool y_click[IMPLOT_NUM_Y_AXES] = {false};
bool y_held[IMPLOT_NUM_Y_AXES] = {false};
bool y_hov[IMPLOT_NUM_Y_AXES] = {false};
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImPlotAxis& xax = plot.XAxis(i);
if (xax.Enabled) {
ImGui::KeepAliveID(xax.ID);
x_click[i] = ImGui::ButtonBehavior(xax.HoverRect,xax.ID,&xax.Hovered,&xax.Held,axis_button_flags);
if (x_click[i] && IO.MouseDoubleClicked[gp.InputMap.Fit])
plot.FitThisFrame = xax.FitThisFrame = true;
xax.Held = xax.Held && can_pan;
x_hov[i] = xax.Hovered || plot.Hovered;
x_held[i] = xax.Held || plot.Held;
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
ImPlotAxis& yax = plot.YAxis(i);
if (yax.Enabled) {
ImGui::KeepAliveID(yax.ID);
y_click[i] = ImGui::ButtonBehavior(yax.HoverRect,yax.ID,&yax.Hovered,&yax.Held,axis_button_flags);
if (y_click[i] && IO.MouseDoubleClicked[gp.InputMap.Fit])
plot.FitThisFrame = yax.FitThisFrame = true;
yax.Held = yax.Held && can_pan;
y_hov[i] = yax.Hovered || plot.Hovered;
y_held[i] = yax.Held || plot.Held;
}
}
// cancel due to DND activity
if (GImGui->DragDropActive || (IO.KeyMods == gp.InputMap.OverrideMod && gp.InputMap.OverrideMod != 0))
return false;
// STATE -------------------------------------------------------------------
const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal);
const bool any_x_hov = plot.Hovered || AnyAxesHovered(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES);
const bool any_x_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES);
const bool any_y_hov = plot.Hovered || AnyAxesHovered(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES);
const bool any_y_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES);
const bool any_hov = any_x_hov || any_y_hov;
const bool any_held = any_x_held || any_y_held;
const ImVec2 select_drag = ImGui::GetMouseDragDelta(gp.InputMap.Select);
const ImVec2 pan_drag = ImGui::GetMouseDragDelta(gp.InputMap.Pan);
const float select_drag_sq = ImLengthSqr(select_drag);
const float pan_drag_sq = ImLengthSqr(pan_drag);
const bool selecting = plot.Selecting && select_drag_sq > MOUSE_CURSOR_DRAG_THRESHOLD;
const bool panning = any_held && pan_drag_sq > MOUSE_CURSOR_DRAG_THRESHOLD;
// CONTEXT MENU -----------------------------------------------------------
if (IO.MouseReleased[gp.InputMap.Menu] && !plot.ContextLocked)
gp.OpenContextThisFrame = true;
if (selecting || panning)
plot.ContextLocked = true;
else if (!(IO.MouseDown[gp.InputMap.Menu] || IO.MouseReleased[gp.InputMap.Menu]))
plot.ContextLocked = false;
// DRAG INPUT -------------------------------------------------------------
if (any_held && !plot.Selecting) {
int drag_direction = 0;
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (x_held[i] && !x_axis.IsInputLocked()) {
drag_direction |= (1 << 1);
bool increasing = x_axis.IsInverted() ? IO.MouseDelta.x > 0 : IO.MouseDelta.x < 0;
if (IO.MouseDelta.x != 0 && !x_axis.IsPanLocked(increasing)) {
const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - IO.MouseDelta.x);
const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x - IO.MouseDelta.x);
x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l);
x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r);
if (axis_equal && x_axis.OrthoAxis != nullptr)
x_axis.OrthoAxis->SetAspect(x_axis.GetAspect());
changed = true;
}
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (y_held[i] && !y_axis.IsInputLocked()) {
drag_direction |= (1 << 2);
bool increasing = y_axis.IsInverted() ? IO.MouseDelta.y < 0 : IO.MouseDelta.y > 0;
if (IO.MouseDelta.y != 0 && !y_axis.IsPanLocked(increasing)) {
const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - IO.MouseDelta.y);
const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y - IO.MouseDelta.y);
y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b);
y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t);
if (axis_equal && y_axis.OrthoAxis != nullptr)
y_axis.OrthoAxis->SetAspect(y_axis.GetAspect());
changed = true;
}
}
}
if (IO.MouseDragMaxDistanceSqr[gp.InputMap.Pan] > MOUSE_CURSOR_DRAG_THRESHOLD) {
switch (drag_direction) {
case 0 : ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); break;
case (1 << 1) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); break;
case (1 << 2) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS); break;
default : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll); break;
}
}
}
// SCROLL INPUT -----------------------------------------------------------
if (any_hov && ImHasFlag(IO.KeyMods, gp.InputMap.ZoomMod)) {
float zoom_rate = gp.InputMap.ZoomRate;
if (IO.MouseWheel == 0.0f)
zoom_rate = 0;
else if (IO.MouseWheel > 0)
zoom_rate = (-zoom_rate) / (1.0f + (2.0f * zoom_rate));
ImVec2 rect_size = plot.PlotRect.GetSize();
float tx = ImRemap(IO.MousePos.x, plot.PlotRect.Min.x, plot.PlotRect.Max.x, 0.0f, 1.0f);
float ty = ImRemap(IO.MousePos.y, plot.PlotRect.Min.y, plot.PlotRect.Max.y, 0.0f, 1.0f);
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
const bool equal_zoom = axis_equal && x_axis.OrthoAxis != nullptr;
const bool equal_locked = (equal_zoom != false) && x_axis.OrthoAxis->IsInputLocked();
if (x_hov[i] && !x_axis.IsInputLocked() && !equal_locked) {
ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID);
if (zoom_rate != 0.0f) {
float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f;
const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - rect_size.x * tx * zoom_rate * correction);
const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x + rect_size.x * (1 - tx) * zoom_rate * correction);
x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l);
x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r);
if (axis_equal && x_axis.OrthoAxis != nullptr)
x_axis.OrthoAxis->SetAspect(x_axis.GetAspect());
changed = true;
}
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
const bool equal_zoom = axis_equal && y_axis.OrthoAxis != nullptr;
const bool equal_locked = equal_zoom && y_axis.OrthoAxis->IsInputLocked();
if (y_hov[i] && !y_axis.IsInputLocked() && !equal_locked) {
ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID);
if (zoom_rate != 0.0f) {
float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f;
const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - rect_size.y * ty * zoom_rate * correction);
const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y + rect_size.y * (1 - ty) * zoom_rate * correction);
y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b);
y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t);
if (axis_equal && y_axis.OrthoAxis != nullptr)
y_axis.OrthoAxis->SetAspect(y_axis.GetAspect());
changed = true;
}
}
}
}
// BOX-SELECTION ----------------------------------------------------------
if (plot.Selecting) {
const ImVec2 d = plot.SelectStart - IO.MousePos;
const bool x_can_change = !ImHasFlag(IO.KeyMods,gp.InputMap.SelectHorzMod) && ImFabs(d.x) > 2;
const bool y_can_change = !ImHasFlag(IO.KeyMods,gp.InputMap.SelectVertMod) && ImFabs(d.y) > 2;
// confirm
if (IO.MouseReleased[gp.InputMap.Select]) {
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (!x_axis.IsInputLocked() && x_can_change) {
const double p1 = x_axis.PixelsToPlot(plot.SelectStart.x);
const double p2 = x_axis.PixelsToPlot(IO.MousePos.x);
x_axis.SetMin(ImMin(p1, p2));
x_axis.SetMax(ImMax(p1, p2));
changed = true;
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (!y_axis.IsInputLocked() && y_can_change) {
const double p1 = y_axis.PixelsToPlot(plot.SelectStart.y);
const double p2 = y_axis.PixelsToPlot(IO.MousePos.y);
y_axis.SetMin(ImMin(p1, p2));
y_axis.SetMax(ImMax(p1, p2));
changed = true;
}
}
if (x_can_change || y_can_change || (ImHasFlag(IO.KeyMods,gp.InputMap.SelectHorzMod) && ImHasFlag(IO.KeyMods,gp.InputMap.SelectVertMod)))
gp.OpenContextThisFrame = false;
plot.Selected = plot.Selecting = false;
}
// cancel
else if (IO.MouseReleased[gp.InputMap.SelectCancel]) {
plot.Selected = plot.Selecting = false;
gp.OpenContextThisFrame = false;
}
else if (ImLengthSqr(d) > BOX_SELECT_DRAG_THRESHOLD) {
// bad selection
if (plot.IsInputLocked()) {
ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
gp.OpenContextThisFrame = false;
plot.Selected = false;
}
else {
// TODO: Handle only min or max locked cases
const bool full_width = ImHasFlag(IO.KeyMods, gp.InputMap.SelectHorzMod) || AllAxesInputLocked(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES);
const bool full_height = ImHasFlag(IO.KeyMods, gp.InputMap.SelectVertMod) || AllAxesInputLocked(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES);
plot.SelectRect.Min.x = full_width ? plot.PlotRect.Min.x : ImMin(plot.SelectStart.x, IO.MousePos.x);
plot.SelectRect.Max.x = full_width ? plot.PlotRect.Max.x : ImMax(plot.SelectStart.x, IO.MousePos.x);
plot.SelectRect.Min.y = full_height ? plot.PlotRect.Min.y : ImMin(plot.SelectStart.y, IO.MousePos.y);
plot.SelectRect.Max.y = full_height ? plot.PlotRect.Max.y : ImMax(plot.SelectStart.y, IO.MousePos.y);
plot.SelectRect.Min -= plot.PlotRect.Min;
plot.SelectRect.Max -= plot.PlotRect.Min;
plot.Selected = true;
}
}
else {
plot.Selected = false;
}
}
return changed;
}
//-----------------------------------------------------------------------------
// Next Plot Data (Legacy)
//-----------------------------------------------------------------------------
void ApplyNextPlotData(ImAxis idx) {
ImPlotContext& gp = *GImPlot;
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
if (!axis.Enabled)
return;
double* npd_lmin = gp.NextPlotData.LinkedMin[idx];
double* npd_lmax = gp.NextPlotData.LinkedMax[idx];
bool npd_rngh = gp.NextPlotData.HasRange[idx];
ImPlotCond npd_rngc = gp.NextPlotData.RangeCond[idx];
ImPlotRange npd_rngv = gp.NextPlotData.Range[idx];
axis.LinkedMin = npd_lmin;
axis.LinkedMax = npd_lmax;
axis.PullLinks();
if (npd_rngh) {
if (!plot.Initialized || npd_rngc == ImPlotCond_Always)
axis.SetRange(npd_rngv);
}
axis.HasRange = npd_rngh;
axis.RangeCond = npd_rngc;
}
//-----------------------------------------------------------------------------
// Setup
//-----------------------------------------------------------------------------
void SetupAxis(ImAxis idx, const char* label, ImPlotAxisFlags flags) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
// get plot and axis
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
// set ID
axis.ID = plot.ID + idx + 1;
// check and set flags
if (plot.JustCreated || flags != axis.PreviousFlags)
axis.Flags = flags;
axis.PreviousFlags = flags;
// enable axis
axis.Enabled = true;
// set label
plot.SetAxisLabel(axis,label);
// cache colors
UpdateAxisColors(axis);
}
void SetupAxisLimits(ImAxis idx, double min_lim, double max_lim, ImPlotCond cond) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); // get plot and axis
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
if (!plot.Initialized || cond == ImPlotCond_Always)
axis.SetRange(min_lim, max_lim);
axis.HasRange = true;
axis.RangeCond = cond;
}
void SetupAxisFormat(ImAxis idx, const char* fmt) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.HasFormatSpec = fmt != nullptr;
if (fmt != nullptr)
ImStrncpy(axis.FormatSpec,fmt,sizeof(axis.FormatSpec));
}
void SetupAxisLinks(ImAxis idx, double* min_lnk, double* max_lnk) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.LinkedMin = min_lnk;
axis.LinkedMax = max_lnk;
axis.PullLinks();
}
void SetupAxisFormat(ImAxis idx, ImPlotFormatter formatter, void* data) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.Formatter = formatter;
axis.FormatterData = data;
}
void SetupAxisTicks(ImAxis idx, const double* values, int n_ticks, const char* const labels[], bool show_default) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.ShowDefaultTicks = show_default;
AddTicksCustom(values,
labels,
n_ticks,
axis.Ticker,
axis.Formatter ? axis.Formatter : Formatter_Default,
(axis.Formatter && axis.FormatterData) ? axis.FormatterData : axis.HasFormatSpec ? axis.FormatSpec : (void*)IMPLOT_LABEL_FORMAT);
}
void SetupAxisTicks(ImAxis idx, double v_min, double v_max, int n_ticks, const char* const labels[], bool show_default) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
n_ticks = n_ticks < 2 ? 2 : n_ticks;
FillRange(gp.TempDouble1, n_ticks, v_min, v_max);
SetupAxisTicks(idx, gp.TempDouble1.Data, n_ticks, labels, show_default);
}
void SetupAxisScale(ImAxis idx, ImPlotScale scale) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.Scale = scale;
switch (scale)
{
case ImPlotScale_Time:
axis.TransformForward = nullptr;
axis.TransformInverse = nullptr;
axis.TransformData = nullptr;
axis.Locator = Locator_Time;
axis.ConstraintRange = ImPlotRange(IMPLOT_MIN_TIME, IMPLOT_MAX_TIME);
axis.Ticker.Levels = 2;
break;
case ImPlotScale_Log10:
axis.TransformForward = TransformForward_Log10;
axis.TransformInverse = TransformInverse_Log10;
axis.TransformData = nullptr;
axis.Locator = Locator_Log10;
axis.ConstraintRange = ImPlotRange(DBL_MIN, INFINITY);
break;
case ImPlotScale_SymLog:
axis.TransformForward = TransformForward_SymLog;
axis.TransformInverse = TransformInverse_SymLog;
axis.TransformData = nullptr;
axis.Locator = Locator_SymLog;
axis.ConstraintRange = ImPlotRange(-INFINITY, INFINITY);
break;
default:
axis.TransformForward = nullptr;
axis.TransformInverse = nullptr;
axis.TransformData = nullptr;
axis.Locator = nullptr;
axis.ConstraintRange = ImPlotRange(-INFINITY, INFINITY);
break;
}
}
void SetupAxisScale(ImAxis idx, ImPlotTransform fwd, ImPlotTransform inv, void* data) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.Scale = IMPLOT_AUTO;
axis.TransformForward = fwd;
axis.TransformInverse = inv;
axis.TransformData = data;
}
void SetupAxisLimitsConstraints(ImAxis idx, double v_min, double v_max) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.ConstraintRange.Min = v_min;
axis.ConstraintRange.Max = v_max;
}
void SetupAxisZoomConstraints(ImAxis idx, double z_min, double z_max) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& axis = plot.Axes[idx];
IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
axis.ConstraintZoom.Min = z_min;
axis.ConstraintZoom.Max = z_max;
}
void SetupAxes(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags, ImPlotAxisFlags y_flags) {
SetupAxis(ImAxis_X1, x_label, x_flags);
SetupAxis(ImAxis_Y1, y_label, y_flags);
}
void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond) {
SetupAxisLimits(ImAxis_X1, x_min, x_max, cond);
SetupAxisLimits(ImAxis_Y1, y_min, y_max, cond);
}
void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR((gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked) || (gp.CurrentSubplot != nullptr && gp.CurrentPlot == nullptr),
"Setup needs to be called after BeginPlot or BeginSubplots and before any setup locking functions (e.g. PlotX)!");
if (gp.CurrentItems) {
ImPlotLegend& legend = gp.CurrentItems->Legend;
// check and set location
if (location != legend.PreviousLocation)
legend.Location = location;
legend.PreviousLocation = location;
// check and set flags
if (flags != legend.PreviousFlags)
legend.Flags = flags;
legend.PreviousFlags = flags;
}
}
void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked,
"Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!");
gp.CurrentPlot->MouseTextLocation = location;
gp.CurrentPlot->MouseTextFlags = flags;
}
//-----------------------------------------------------------------------------
// SetNext
//-----------------------------------------------------------------------------
void SetNextAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisLimits() needs to be called before BeginPlot()!");
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
gp.NextPlotData.HasRange[axis] = true;
gp.NextPlotData.RangeCond[axis] = cond;
gp.NextPlotData.Range[axis].Min = v_min;
gp.NextPlotData.Range[axis].Max = v_max;
}
void SetNextAxisLinks(ImAxis axis, double* link_min, double* link_max) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisLinks() needs to be called before BeginPlot()!");
gp.NextPlotData.LinkedMin[axis] = link_min;
gp.NextPlotData.LinkedMax[axis] = link_max;
}
void SetNextAxisToFit(ImAxis axis) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisToFit() needs to be called before BeginPlot()!");
gp.NextPlotData.Fit[axis] = true;
}
void SetNextAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond) {
SetNextAxisLimits(ImAxis_X1, x_min, x_max, cond);
SetNextAxisLimits(ImAxis_Y1, y_min, y_max, cond);
}
void SetNextAxesToFit() {
for (int i = 0; i < ImAxis_COUNT; ++i)
SetNextAxisToFit(i);
}
//-----------------------------------------------------------------------------
// BeginPlot
//-----------------------------------------------------------------------------
bool BeginPlot(const char* title_id, const ImVec2& size, ImPlotFlags flags) {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "Mismatched BeginPlot()/EndPlot()!");
// FRONT MATTER -----------------------------------------------------------
if (gp.CurrentSubplot != nullptr)
ImGui::PushID(gp.CurrentSubplot->CurrentIdx);
// get globals
ImGuiContext &G = *GImGui;
ImGuiWindow* Window = G.CurrentWindow;
// skip if needed
if (Window->SkipItems && !gp.CurrentSubplot) {
ResetCtxForNextPlot(GImPlot);
return false;
}
// ID and age (TODO: keep track of plot age in frames)
const ImGuiID ID = Window->GetID(title_id);
const bool just_created = gp.Plots.GetByKey(ID) == nullptr;
gp.CurrentPlot = gp.Plots.GetOrAddByKey(ID);
ImPlotPlot &plot = *gp.CurrentPlot;
plot.ID = ID;
plot.Items.ID = ID - 1;
plot.JustCreated = just_created;
plot.SetupLocked = false;
// check flags
if (plot.JustCreated)
plot.Flags = flags;
else if (flags != plot.PreviousFlags)
plot.Flags = flags;
plot.PreviousFlags = flags;
// setup default axes
if (plot.JustCreated) {
SetupAxis(ImAxis_X1);
SetupAxis(ImAxis_Y1);
}
// reset axes
for (int i = 0; i < ImAxis_COUNT; ++i) {
plot.Axes[i].Reset();
UpdateAxisColors(plot.Axes[i]);
}
// ensure first axes enabled
plot.Axes[ImAxis_X1].Enabled = true;
plot.Axes[ImAxis_Y1].Enabled = true;
// set initial axes
plot.CurrentX = ImAxis_X1;
plot.CurrentY = ImAxis_Y1;
// process next plot data (legacy)
for (int i = 0; i < ImAxis_COUNT; ++i)
ApplyNextPlotData(i);
// clear text buffers
plot.ClearTextBuffer();
plot.SetTitle(title_id);
// set frame size
ImVec2 frame_size;
if (gp.CurrentSubplot != nullptr)
frame_size = gp.CurrentSubplot->CellSize;
else
frame_size = ImGui::CalcItemSize(size, gp.Style.PlotDefaultSize.x, gp.Style.PlotDefaultSize.y);
if (frame_size.x < gp.Style.PlotMinSize.x && (size.x < 0.0f || gp.CurrentSubplot != nullptr))
frame_size.x = gp.Style.PlotMinSize.x;
if (frame_size.y < gp.Style.PlotMinSize.y && (size.y < 0.0f || gp.CurrentSubplot != nullptr))
frame_size.y = gp.Style.PlotMinSize.y;
plot.FrameRect = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size);
ImGui::ItemSize(plot.FrameRect);
if (!ImGui::ItemAdd(plot.FrameRect, plot.ID, &plot.FrameRect) && !gp.CurrentSubplot) {
ResetCtxForNextPlot(GImPlot);
return false;
}
// setup items (or dont)
if (gp.CurrentItems == nullptr)
gp.CurrentItems = &plot.Items;
return true;
}
//-----------------------------------------------------------------------------
// SetupFinish
//-----------------------------------------------------------------------------
void SetupFinish() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetupFinish needs to be called after BeginPlot!");
ImGuiContext& G = *GImGui;
ImDrawList& DrawList = *G.CurrentWindow->DrawList;
const ImGuiStyle& Style = G.Style;
ImPlotPlot &plot = *gp.CurrentPlot;
// lock setup
plot.SetupLocked = true;
// finalize axes and set default formatter/locator
for (int i = 0; i < ImAxis_COUNT; ++i) {
ImPlotAxis& axis = plot.Axes[i];
if (axis.Enabled) {
axis.Constrain();
if (!plot.Initialized && axis.CanInitFit())
plot.FitThisFrame = axis.FitThisFrame = true;
}
if (axis.Formatter == nullptr) {
axis.Formatter = Formatter_Default;
if (axis.HasFormatSpec)
axis.FormatterData = axis.FormatSpec;
else
axis.FormatterData = (void*)IMPLOT_LABEL_FORMAT;
}
if (axis.Locator == nullptr) {
axis.Locator = Locator_Default;
}
}
// setup nullptr orthogonal axes
const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal);
for (int ix = ImAxis_X1, iy = ImAxis_Y1; ix < ImAxis_Y1 || iy < ImAxis_COUNT; ++ix, ++iy) {
ImPlotAxis& x_axis = plot.Axes[ix];
ImPlotAxis& y_axis = plot.Axes[iy];
if (x_axis.Enabled && y_axis.Enabled) {
if (x_axis.OrthoAxis == nullptr)
x_axis.OrthoAxis = &y_axis;
if (y_axis.OrthoAxis == nullptr)
y_axis.OrthoAxis = &x_axis;
}
else if (x_axis.Enabled)
{
if (x_axis.OrthoAxis == nullptr && !axis_equal)
x_axis.OrthoAxis = &plot.Axes[ImAxis_Y1];
}
else if (y_axis.Enabled) {
if (y_axis.OrthoAxis == nullptr && !axis_equal)
y_axis.OrthoAxis = &plot.Axes[ImAxis_X1];
}
}
// canvas/axes bb
plot.CanvasRect = ImRect(plot.FrameRect.Min + gp.Style.PlotPadding, plot.FrameRect.Max - gp.Style.PlotPadding);
plot.AxesRect = plot.FrameRect;
// outside legend adjustments
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoLegend) && plot.Items.GetLegendCount() > 0 && ImHasFlag(plot.Items.Legend.Flags, ImPlotLegendFlags_Outside)) {
ImPlotLegend& legend = plot.Items.Legend;
const bool horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal);
const ImVec2 legend_size = CalcLegendSize(plot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !horz);
const bool west = ImHasFlag(legend.Location, ImPlotLocation_West) && !ImHasFlag(legend.Location, ImPlotLocation_East);
const bool east = ImHasFlag(legend.Location, ImPlotLocation_East) && !ImHasFlag(legend.Location, ImPlotLocation_West);
const bool north = ImHasFlag(legend.Location, ImPlotLocation_North) && !ImHasFlag(legend.Location, ImPlotLocation_South);
const bool south = ImHasFlag(legend.Location, ImPlotLocation_South) && !ImHasFlag(legend.Location, ImPlotLocation_North);
if ((west && !horz) || (west && horz && !north && !south)) {
plot.CanvasRect.Min.x += (legend_size.x + gp.Style.LegendPadding.x);
plot.AxesRect.Min.x += (legend_size.x + gp.Style.PlotPadding.x);
}
if ((east && !horz) || (east && horz && !north && !south)) {
plot.CanvasRect.Max.x -= (legend_size.x + gp.Style.LegendPadding.x);
plot.AxesRect.Max.x -= (legend_size.x + gp.Style.PlotPadding.x);
}
if ((north && horz) || (north && !horz && !west && !east)) {
plot.CanvasRect.Min.y += (legend_size.y + gp.Style.LegendPadding.y);
plot.AxesRect.Min.y += (legend_size.y + gp.Style.PlotPadding.y);
}
if ((south && horz) || (south && !horz && !west && !east)) {
plot.CanvasRect.Max.y -= (legend_size.y + gp.Style.LegendPadding.y);
plot.AxesRect.Max.y -= (legend_size.y + gp.Style.PlotPadding.y);
}
}
// plot bb
float pad_top = 0, pad_bot = 0, pad_left = 0, pad_right = 0;
// (0) calc top padding form title
ImVec2 title_size(0.0f, 0.0f);
if (plot.HasTitle())
title_size = ImGui::CalcTextSize(plot.GetTitle(), nullptr, true);
if (title_size.x > 0) {
pad_top += title_size.y + gp.Style.LabelPadding.y;
plot.AxesRect.Min.y += gp.Style.PlotPadding.y + pad_top;
}
// (1) calc addition top padding and bot padding
PadAndDatumAxesX(plot,pad_top,pad_bot,gp.CurrentAlignmentH);
const float plot_height = plot.CanvasRect.GetHeight() - pad_top - pad_bot;
// (2) get y tick labels (needed for left/right pad)
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& axis = plot.YAxis(i);
if (axis.WillRender() && axis.ShowDefaultTicks && plot_height > 0) {
axis.Locator(axis.Ticker, axis.Range, plot_height, true, axis.Formatter, axis.FormatterData);
}
}
// (3) calc left/right pad
PadAndDatumAxesY(plot,pad_left,pad_right,gp.CurrentAlignmentV);
const float plot_width = plot.CanvasRect.GetWidth() - pad_left - pad_right;
// (4) get x ticks
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& axis = plot.XAxis(i);
if (axis.WillRender() && axis.ShowDefaultTicks && plot_width > 0) {
axis.Locator(axis.Ticker, axis.Range, plot_width, false, axis.Formatter, axis.FormatterData);
}
}
// (5) calc plot bb
plot.PlotRect = ImRect(plot.CanvasRect.Min + ImVec2(pad_left, pad_top), plot.CanvasRect.Max - ImVec2(pad_right, pad_bot));
// HOVER------------------------------------------------------------
// axes hover rect, pixel ranges
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImPlotAxis& xax = plot.XAxis(i);
xax.HoverRect = ImRect(ImVec2(plot.PlotRect.Min.x, ImMin(xax.Datum1,xax.Datum2)),
ImVec2(plot.PlotRect.Max.x, ImMax(xax.Datum1,xax.Datum2)));
xax.PixelMin = xax.IsInverted() ? plot.PlotRect.Max.x : plot.PlotRect.Min.x;
xax.PixelMax = xax.IsInverted() ? plot.PlotRect.Min.x : plot.PlotRect.Max.x;
xax.UpdateTransformCache();
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
ImPlotAxis& yax = plot.YAxis(i);
yax.HoverRect = ImRect(ImVec2(ImMin(yax.Datum1,yax.Datum2),plot.PlotRect.Min.y),
ImVec2(ImMax(yax.Datum1,yax.Datum2),plot.PlotRect.Max.y));
yax.PixelMin = yax.IsInverted() ? plot.PlotRect.Min.y : plot.PlotRect.Max.y;
yax.PixelMax = yax.IsInverted() ? plot.PlotRect.Max.y : plot.PlotRect.Min.y;
yax.UpdateTransformCache();
}
// Equal axis constraint. Must happen after we set Pixels
// constrain equal axes for primary x and y if not approximately equal
// constrains x to y since x pixel size depends on y labels width, and causes feedback loops in opposite case
if (axis_equal) {
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (x_axis.OrthoAxis == nullptr)
continue;
double xar = x_axis.GetAspect();
double yar = x_axis.OrthoAxis->GetAspect();
// edge case: user has set x range this frame, so fit y to x so that we honor their request for x range
// NB: because of feedback across several frames, the user's x request may not be perfectly honored
if (x_axis.HasRange)
x_axis.OrthoAxis->SetAspect(xar);
else if (!ImAlmostEqual(xar,yar) && !x_axis.OrthoAxis->IsInputLocked())
x_axis.SetAspect(yar);
}
}
// INPUT ------------------------------------------------------------------
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoInputs))
UpdateInput(plot);
// fit from FitNextPlotAxes or auto fit
for (int i = 0; i < ImAxis_COUNT; ++i) {
if (gp.NextPlotData.Fit[i] || plot.Axes[i].IsAutoFitting()) {
plot.FitThisFrame = true;
plot.Axes[i].FitThisFrame = true;
}
}
// RENDER -----------------------------------------------------------------
const float txt_height = ImGui::GetTextLineHeight();
// render frame
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoFrame))
ImGui::RenderFrame(plot.FrameRect.Min, plot.FrameRect.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, Style.FrameRounding);
// grid bg
DrawList.AddRectFilled(plot.PlotRect.Min, plot.PlotRect.Max, GetStyleColorU32(ImPlotCol_PlotBg));
// transform ticks
for (int i = 0; i < ImAxis_COUNT; i++) {
ImPlotAxis& axis = plot.Axes[i];
if (axis.WillRender()) {
for (int t = 0; t < axis.Ticker.TickCount(); t++) {
ImPlotTick& tk = axis.Ticker.Ticks[t];
tk.PixelPos = IM_ROUND(axis.PlotToPixels(tk.PlotPos));
}
}
}
// render grid (background)
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (x_axis.Enabled && x_axis.HasGridLines() && !x_axis.IsForeground())
RenderGridLinesX(DrawList, x_axis.Ticker, plot.PlotRect, x_axis.ColorMaj, x_axis.ColorMin, gp.Style.MajorGridSize.x, gp.Style.MinorGridSize.x);
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (y_axis.Enabled && y_axis.HasGridLines() && !y_axis.IsForeground())
RenderGridLinesY(DrawList, y_axis.Ticker, plot.PlotRect, y_axis.ColorMaj, y_axis.ColorMin, gp.Style.MajorGridSize.y, gp.Style.MinorGridSize.y);
}
// render x axis button, label, tick labels
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& ax = plot.XAxis(i);
if (!ax.Enabled)
continue;
if ((ax.Hovered || ax.Held) && !plot.Held && !ImHasFlag(ax.Flags, ImPlotAxisFlags_NoHighlight))
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.Held ? ax.ColorAct : ax.ColorHov);
else if (ax.ColorHiLi != IM_COL32_BLACK_TRANS) {
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorHiLi);
ax.ColorHiLi = IM_COL32_BLACK_TRANS;
}
else if (ax.ColorBg != IM_COL32_BLACK_TRANS) {
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorBg);
}
const ImPlotTicker& tkr = ax.Ticker;
const bool opp = ax.IsOpposite();
if (ax.HasLabel()) {
const char* label = plot.GetAxisLabel(ax);
const ImVec2 label_size = ImGui::CalcTextSize(label);
const float label_offset = (ax.HasTickLabels() ? tkr.MaxSize.y + gp.Style.LabelPadding.y : 0.0f)
+ (tkr.Levels - 1) * (txt_height + gp.Style.LabelPadding.y)
+ gp.Style.LabelPadding.y;
const ImVec2 label_pos(plot.PlotRect.GetCenter().x - label_size.x * 0.5f,
opp ? ax.Datum1 - label_offset - label_size.y : ax.Datum1 + label_offset);
DrawList.AddText(label_pos, ax.ColorTxt, label);
}
if (ax.HasTickLabels()) {
for (int j = 0; j < tkr.TickCount(); ++j) {
const ImPlotTick& tk = tkr.Ticks[j];
const float datum = ax.Datum1 + (opp ? (-gp.Style.LabelPadding.y -txt_height -tk.Level * (txt_height + gp.Style.LabelPadding.y))
: gp.Style.LabelPadding.y + tk.Level * (txt_height + gp.Style.LabelPadding.y));
if (tk.ShowLabel && tk.PixelPos >= plot.PlotRect.Min.x - 1 && tk.PixelPos <= plot.PlotRect.Max.x + 1) {
ImVec2 start(tk.PixelPos - 0.5f * tk.LabelSize.x, datum);
DrawList.AddText(start, ax.ColorTxt, tkr.GetText(j));
}
}
}
}
// render y axis button, label, tick labels
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& ax = plot.YAxis(i);
if (!ax.Enabled)
continue;
if ((ax.Hovered || ax.Held) && !plot.Held && !ImHasFlag(ax.Flags, ImPlotAxisFlags_NoHighlight))
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.Held ? ax.ColorAct : ax.ColorHov);
else if (ax.ColorHiLi != IM_COL32_BLACK_TRANS) {
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorHiLi);
ax.ColorHiLi = IM_COL32_BLACK_TRANS;
}
else if (ax.ColorBg != IM_COL32_BLACK_TRANS) {
DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorBg);
}
const ImPlotTicker& tkr = ax.Ticker;
const bool opp = ax.IsOpposite();
if (ax.HasLabel()) {
const char* label = plot.GetAxisLabel(ax);
const ImVec2 label_size = CalcTextSizeVertical(label);
const float label_offset = (ax.HasTickLabels() ? tkr.MaxSize.x + gp.Style.LabelPadding.x : 0.0f)
+ gp.Style.LabelPadding.x;
const ImVec2 label_pos(opp ? ax.Datum1 + label_offset : ax.Datum1 - label_offset - label_size.x,
plot.PlotRect.GetCenter().y + label_size.y * 0.5f);
AddTextVertical(&DrawList, label_pos, ax.ColorTxt, label);
}
if (ax.HasTickLabels()) {
for (int j = 0; j < tkr.TickCount(); ++j) {
const ImPlotTick& tk = tkr.Ticks[j];
const float datum = ax.Datum1 + (opp ? gp.Style.LabelPadding.x : (-gp.Style.LabelPadding.x - tk.LabelSize.x));
if (tk.ShowLabel && tk.PixelPos >= plot.PlotRect.Min.y - 1 && tk.PixelPos <= plot.PlotRect.Max.y + 1) {
ImVec2 start(datum, tk.PixelPos - 0.5f * tk.LabelSize.y);
DrawList.AddText(start, ax.ColorTxt, tkr.GetText(j));
}
}
}
}
// clear legend (TODO: put elsewhere)
plot.Items.Legend.Reset();
// push ID to set item hashes (NB: !!!THIS PROBABLY NEEDS TO BE IN BEGIN PLOT!!!!)
ImGui::PushOverrideID(gp.CurrentItems->ID);
}
//-----------------------------------------------------------------------------
// EndPlot()
//-----------------------------------------------------------------------------
void EndPlot() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Mismatched BeginPlot()/EndPlot()!");
SetupLock();
ImGuiContext &G = *GImGui;
ImPlotPlot &plot = *gp.CurrentPlot;
ImGuiWindow * Window = G.CurrentWindow;
ImDrawList & DrawList = *Window->DrawList;
const ImGuiIO & IO = ImGui::GetIO();
// FINAL RENDER -----------------------------------------------------------
const bool render_border = gp.Style.PlotBorderSize > 0 && GetStyleColorVec4(ImPlotCol_PlotBorder).w > 0;
const bool any_x_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES);
const bool any_y_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES);
ImGui::PushClipRect(plot.FrameRect.Min, plot.FrameRect.Max, true);
// render grid (foreground)
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (x_axis.Enabled && x_axis.HasGridLines() && x_axis.IsForeground())
RenderGridLinesX(DrawList, x_axis.Ticker, plot.PlotRect, x_axis.ColorMaj, x_axis.ColorMin, gp.Style.MajorGridSize.x, gp.Style.MinorGridSize.x);
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (y_axis.Enabled && y_axis.HasGridLines() && y_axis.IsForeground())
RenderGridLinesY(DrawList, y_axis.Ticker, plot.PlotRect, y_axis.ColorMaj, y_axis.ColorMin, gp.Style.MajorGridSize.y, gp.Style.MinorGridSize.y);
}
// render title
if (plot.HasTitle()) {
ImU32 col = GetStyleColorU32(ImPlotCol_TitleText);
AddTextCentered(&DrawList,ImVec2(plot.PlotRect.GetCenter().x, plot.CanvasRect.Min.y),col,plot.GetTitle());
}
// render x ticks
int count_B = 0, count_T = 0;
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
const ImPlotAxis& ax = plot.XAxis(i);
if (!ax.Enabled)
continue;
const ImPlotTicker& tkr = ax.Ticker;
const bool opp = ax.IsOpposite();
const bool aux = ((opp && count_T > 0)||(!opp && count_B > 0));
if (ax.HasTickMarks()) {
const float direction = opp ? 1.0f : -1.0f;
for (int j = 0; j < tkr.TickCount(); ++j) {
const ImPlotTick& tk = tkr.Ticks[j];
if (tk.Level != 0 || tk.PixelPos < plot.PlotRect.Min.x || tk.PixelPos > plot.PlotRect.Max.x)
continue;
const ImVec2 start(tk.PixelPos, ax.Datum1);
const float len = (!aux && tk.Major) ? gp.Style.MajorTickLen.x : gp.Style.MinorTickLen.x;
const float thk = (!aux && tk.Major) ? gp.Style.MajorTickSize.x : gp.Style.MinorTickSize.x;
DrawList.AddLine(start, start + ImVec2(0,direction*len), ax.ColorTick, thk);
}
if (aux || !render_border)
DrawList.AddLine(ImVec2(plot.PlotRect.Min.x,ax.Datum1), ImVec2(plot.PlotRect.Max.x,ax.Datum1), ax.ColorTick, gp.Style.MinorTickSize.x);
}
count_B += !opp;
count_T += opp;
}
// render y ticks
int count_L = 0, count_R = 0;
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
const ImPlotAxis& ax = plot.YAxis(i);
if (!ax.Enabled)
continue;
const ImPlotTicker& tkr = ax.Ticker;
const bool opp = ax.IsOpposite();
const bool aux = ((opp && count_R > 0)||(!opp && count_L > 0));
if (ax.HasTickMarks()) {
const float direction = opp ? -1.0f : 1.0f;
for (int j = 0; j < tkr.TickCount(); ++j) {
const ImPlotTick& tk = tkr.Ticks[j];
if (tk.Level != 0 || tk.PixelPos < plot.PlotRect.Min.y || tk.PixelPos > plot.PlotRect.Max.y)
continue;
const ImVec2 start(ax.Datum1, tk.PixelPos);
const float len = (!aux && tk.Major) ? gp.Style.MajorTickLen.y : gp.Style.MinorTickLen.y;
const float thk = (!aux && tk.Major) ? gp.Style.MajorTickSize.y : gp.Style.MinorTickSize.y;
DrawList.AddLine(start, start + ImVec2(direction*len,0), ax.ColorTick, thk);
}
if (aux || !render_border)
DrawList.AddLine(ImVec2(ax.Datum1, plot.PlotRect.Min.y), ImVec2(ax.Datum1, plot.PlotRect.Max.y), ax.ColorTick, gp.Style.MinorTickSize.y);
}
count_L += !opp;
count_R += opp;
}
ImGui::PopClipRect();
// render annotations
PushPlotClipRect();
for (int i = 0; i < gp.Annotations.Size; ++i) {
const char* txt = gp.Annotations.GetText(i);
ImPlotAnnotation& an = gp.Annotations.Annotations[i];
const ImVec2 txt_size = ImGui::CalcTextSize(txt);
const ImVec2 size = txt_size + gp.Style.AnnotationPadding * 2;
ImVec2 pos = an.Pos;
if (an.Offset.x == 0)
pos.x -= size.x / 2;
else if (an.Offset.x > 0)
pos.x += an.Offset.x;
else
pos.x -= size.x - an.Offset.x;
if (an.Offset.y == 0)
pos.y -= size.y / 2;
else if (an.Offset.y > 0)
pos.y += an.Offset.y;
else
pos.y -= size.y - an.Offset.y;
if (an.Clamp)
pos = ClampLabelPos(pos, size, plot.PlotRect.Min, plot.PlotRect.Max);
ImRect rect(pos,pos+size);
if (an.Offset.x != 0 || an.Offset.y != 0) {
ImVec2 corners[4] = {rect.GetTL(), rect.GetTR(), rect.GetBR(), rect.GetBL()};
int min_corner = 0;
float min_len = FLT_MAX;
for (int c = 0; c < 4; ++c) {
float len = ImLengthSqr(an.Pos - corners[c]);
if (len < min_len) {
min_corner = c;
min_len = len;
}
}
DrawList.AddLine(an.Pos, corners[min_corner], an.ColorBg);
}
DrawList.AddRectFilled(rect.Min, rect.Max, an.ColorBg);
DrawList.AddText(pos + gp.Style.AnnotationPadding, an.ColorFg, txt);
}
// render selection
if (plot.Selected)
RenderSelectionRect(DrawList, plot.SelectRect.Min + plot.PlotRect.Min, plot.SelectRect.Max + plot.PlotRect.Min, GetStyleColorVec4(ImPlotCol_Selection));
// render crosshairs
if (ImHasFlag(plot.Flags, ImPlotFlags_Crosshairs) && plot.Hovered && !(any_x_held || any_y_held) && !plot.Selecting && !plot.Items.Legend.Hovered) {
ImGui::SetMouseCursor(ImGuiMouseCursor_None);
ImVec2 xy = IO.MousePos;
ImVec2 h1(plot.PlotRect.Min.x, xy.y);
ImVec2 h2(xy.x - 5, xy.y);
ImVec2 h3(xy.x + 5, xy.y);
ImVec2 h4(plot.PlotRect.Max.x, xy.y);
ImVec2 v1(xy.x, plot.PlotRect.Min.y);
ImVec2 v2(xy.x, xy.y - 5);
ImVec2 v3(xy.x, xy.y + 5);
ImVec2 v4(xy.x, plot.PlotRect.Max.y);
ImU32 col = GetStyleColorU32(ImPlotCol_Crosshairs);
DrawList.AddLine(h1, h2, col);
DrawList.AddLine(h3, h4, col);
DrawList.AddLine(v1, v2, col);
DrawList.AddLine(v3, v4, col);
}
// render mouse pos
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoMouseText) && (plot.Hovered || ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_ShowAlways))) {
const bool no_aux = ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_NoAuxAxes);
const bool no_fmt = ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_NoFormat);
ImGuiTextBuffer& builder = gp.MousePosStringBuilder;
builder.Buf.shrink(0);
char buff[IMPLOT_LABEL_MAX_SIZE];
const int num_x = no_aux ? 1 : IMPLOT_NUM_X_AXES;
for (int i = 0; i < num_x; ++i) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (!x_axis.Enabled)
continue;
if (i > 0)
builder.append(", (");
double v = x_axis.PixelsToPlot(IO.MousePos.x);
if (no_fmt)
Formatter_Default(v,buff,IMPLOT_LABEL_MAX_SIZE,(void*)IMPLOT_LABEL_FORMAT);
else
LabelAxisValue(x_axis,v,buff,IMPLOT_LABEL_MAX_SIZE,true);
builder.append(buff);
if (i > 0)
builder.append(")");
}
builder.append(", ");
const int num_y = no_aux ? 1 : IMPLOT_NUM_Y_AXES;
for (int i = 0; i < num_y; ++i) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (!y_axis.Enabled)
continue;
if (i > 0)
builder.append(", (");
double v = y_axis.PixelsToPlot(IO.MousePos.y);
if (no_fmt)
Formatter_Default(v,buff,IMPLOT_LABEL_MAX_SIZE,(void*)IMPLOT_LABEL_FORMAT);
else
LabelAxisValue(y_axis,v,buff,IMPLOT_LABEL_MAX_SIZE,true);
builder.append(buff);
if (i > 0)
builder.append(")");
}
if (!builder.empty()) {
const ImVec2 size = ImGui::CalcTextSize(builder.c_str());
const ImVec2 pos = GetLocationPos(plot.PlotRect, size, plot.MouseTextLocation, gp.Style.MousePosPadding);
DrawList.AddText(pos, GetStyleColorU32(ImPlotCol_InlayText), builder.c_str());
}
}
PopPlotClipRect();
// axis side switch
if (!plot.Held) {
ImVec2 mouse_pos = ImGui::GetIO().MousePos;
ImRect trigger_rect = plot.PlotRect;
trigger_rect.Expand(-10);
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (ImHasFlag(x_axis.Flags, ImPlotAxisFlags_NoSideSwitch))
continue;
if (x_axis.Held && plot.PlotRect.Contains(mouse_pos)) {
const bool opp = ImHasFlag(x_axis.Flags, ImPlotAxisFlags_Opposite);
if (!opp) {
ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Min.y - 5,
plot.PlotRect.Max.x + 5, plot.PlotRect.Min.y + 5);
if (mouse_pos.y < plot.PlotRect.Max.y - 10)
DrawList.AddRectFilled(rect.Min, rect.Max, x_axis.ColorHov);
if (rect.Contains(mouse_pos))
x_axis.Flags |= ImPlotAxisFlags_Opposite;
}
else {
ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Max.y - 5,
plot.PlotRect.Max.x + 5, plot.PlotRect.Max.y + 5);
if (mouse_pos.y > plot.PlotRect.Min.y + 10)
DrawList.AddRectFilled(rect.Min, rect.Max, x_axis.ColorHov);
if (rect.Contains(mouse_pos))
x_axis.Flags &= ~ImPlotAxisFlags_Opposite;
}
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (ImHasFlag(y_axis.Flags, ImPlotAxisFlags_NoSideSwitch))
continue;
if (y_axis.Held && plot.PlotRect.Contains(mouse_pos)) {
const bool opp = ImHasFlag(y_axis.Flags, ImPlotAxisFlags_Opposite);
if (!opp) {
ImRect rect(plot.PlotRect.Max.x - 5, plot.PlotRect.Min.y - 5,
plot.PlotRect.Max.x + 5, plot.PlotRect.Max.y + 5);
if (mouse_pos.x > plot.PlotRect.Min.x + 10)
DrawList.AddRectFilled(rect.Min, rect.Max, y_axis.ColorHov);
if (rect.Contains(mouse_pos))
y_axis.Flags |= ImPlotAxisFlags_Opposite;
}
else {
ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Min.y - 5,
plot.PlotRect.Min.x + 5, plot.PlotRect.Max.y + 5);
if (mouse_pos.x < plot.PlotRect.Max.x - 10)
DrawList.AddRectFilled(rect.Min, rect.Max, y_axis.ColorHov);
if (rect.Contains(mouse_pos))
y_axis.Flags &= ~ImPlotAxisFlags_Opposite;
}
}
}
}
// reset legend hovers
plot.Items.Legend.Hovered = false;
for (int i = 0; i < plot.Items.GetItemCount(); ++i)
plot.Items.GetItemByIndex(i)->LegendHovered = false;
// render legend
if (!ImHasFlag(plot.Flags, ImPlotFlags_NoLegend) && plot.Items.GetLegendCount() > 0) {
ImPlotLegend& legend = plot.Items.Legend;
const bool legend_out = ImHasFlag(legend.Flags, ImPlotLegendFlags_Outside);
const bool legend_horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal);
const ImVec2 legend_size = CalcLegendSize(plot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz);
const ImVec2 legend_pos = GetLocationPos(legend_out ? plot.FrameRect : plot.PlotRect,
legend_size,
legend.Location,
legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding);
legend.Rect = ImRect(legend_pos, legend_pos + legend_size);
legend.RectClamped = legend.Rect;
const bool legend_scrollable = ClampLegendRect(legend.RectClamped,
legend_out ? plot.FrameRect : plot.PlotRect,
legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding
);
const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap
| ImGuiButtonFlags_PressedOnClick
| ImGuiButtonFlags_PressedOnDoubleClick
| ImGuiButtonFlags_MouseButtonLeft
| ImGuiButtonFlags_MouseButtonRight
| ImGuiButtonFlags_MouseButtonMiddle
| ImGuiButtonFlags_FlattenChildren;
ImGui::KeepAliveID(plot.Items.ID);
ImGui::ButtonBehavior(legend.RectClamped, plot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags);
legend.Hovered = legend.Hovered || (ImGui::IsWindowHovered() && legend.RectClamped.Contains(IO.MousePos));
if (legend_scrollable) {
if (legend.Hovered) {
ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.Items.ID);
if (IO.MouseWheel != 0.0f) {
ImVec2 max_step = legend.Rect.GetSize() * 0.67f;
float font_size = ImGui::GetCurrentWindow()->CalcFontSize();
float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x));
legend.Scroll.x += scroll_step * IO.MouseWheel;
legend.Scroll.y += scroll_step * IO.MouseWheel;
}
}
const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize();
legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f);
legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f);
const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y);
ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset;
legend.Rect.Min += legend_offset;
legend.Rect.Max += legend_offset;
} else {
legend.Scroll = ImVec2(0,0);
}
const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg);
const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder);
ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true);
DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg);
bool legend_contextable = ShowLegendEntries(plot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList)
&& !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus);
DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd);
ImGui::PopClipRect();
// main ctx menu
if (gp.OpenContextThisFrame && legend_contextable && !ImHasFlag(plot.Flags, ImPlotFlags_NoMenus))
ImGui::OpenPopup("##LegendContext");
if (ImGui::BeginPopup("##LegendContext")) {
ImGui::Text("Legend"); ImGui::Separator();
if (ShowLegendContextMenu(legend, !ImHasFlag(plot.Flags, ImPlotFlags_NoLegend)))
ImFlipFlag(plot.Flags, ImPlotFlags_NoLegend);
ImGui::EndPopup();
}
}
else {
plot.Items.Legend.Rect = ImRect();
}
// render border
if (render_border)
DrawList.AddRect(plot.PlotRect.Min, plot.PlotRect.Max, GetStyleColorU32(ImPlotCol_PlotBorder), 0, ImDrawFlags_RoundCornersAll, gp.Style.PlotBorderSize);
// render tags
for (int i = 0; i < gp.Tags.Size; ++i) {
ImPlotTag& tag = gp.Tags.Tags[i];
ImPlotAxis& axis = plot.Axes[tag.Axis];
if (!axis.Enabled || !axis.Range.Contains(tag.Value))
continue;
const char* txt = gp.Tags.GetText(i);
ImVec2 text_size = ImGui::CalcTextSize(txt);
ImVec2 size = text_size + gp.Style.AnnotationPadding * 2;
ImVec2 pos;
axis.Ticker.OverrideSizeLate(size);
float pix = IM_ROUND(axis.PlotToPixels(tag.Value));
if (axis.Vertical) {
if (axis.IsOpposite()) {
pos = ImVec2(axis.Datum1 + gp.Style.LabelPadding.x, pix - size.y * 0.5f);
DrawList.AddTriangleFilled(ImVec2(axis.Datum1,pix), pos, pos + ImVec2(0,size.y), tag.ColorBg);
}
else {
pos = ImVec2(axis.Datum1 - size.x - gp.Style.LabelPadding.x, pix - size.y * 0.5f);
DrawList.AddTriangleFilled(pos + ImVec2(size.x,0), ImVec2(axis.Datum1,pix), pos+size, tag.ColorBg);
}
}
else {
if (axis.IsOpposite()) {
pos = ImVec2(pix - size.x * 0.5f, axis.Datum1 - size.y - gp.Style.LabelPadding.y );
DrawList.AddTriangleFilled(pos + ImVec2(0,size.y), pos + size, ImVec2(pix,axis.Datum1), tag.ColorBg);
}
else {
pos = ImVec2(pix - size.x * 0.5f, axis.Datum1 + gp.Style.LabelPadding.y);
DrawList.AddTriangleFilled(pos, ImVec2(pix,axis.Datum1), pos + ImVec2(size.x, 0), tag.ColorBg);
}
}
DrawList.AddRectFilled(pos,pos+size,tag.ColorBg);
DrawList.AddText(pos+gp.Style.AnnotationPadding,tag.ColorFg,txt);
}
// FIT DATA --------------------------------------------------------------
const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal);
if (plot.FitThisFrame) {
for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) {
ImPlotAxis& x_axis = plot.XAxis(i);
if (x_axis.FitThisFrame) {
x_axis.ApplyFit(gp.Style.FitPadding.x);
if (axis_equal && x_axis.OrthoAxis != nullptr) {
double aspect = x_axis.GetAspect();
ImPlotAxis& y_axis = *x_axis.OrthoAxis;
if (y_axis.FitThisFrame) {
y_axis.ApplyFit(gp.Style.FitPadding.y);
y_axis.FitThisFrame = false;
aspect = ImMax(aspect, y_axis.GetAspect());
}
x_axis.SetAspect(aspect);
y_axis.SetAspect(aspect);
}
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) {
ImPlotAxis& y_axis = plot.YAxis(i);
if (y_axis.FitThisFrame) {
y_axis.ApplyFit(gp.Style.FitPadding.y);
if (axis_equal && y_axis.OrthoAxis != nullptr) {
double aspect = y_axis.GetAspect();
ImPlotAxis& x_axis = *y_axis.OrthoAxis;
if (x_axis.FitThisFrame) {
x_axis.ApplyFit(gp.Style.FitPadding.x);
x_axis.FitThisFrame = false;
aspect = ImMax(x_axis.GetAspect(), aspect);
}
x_axis.SetAspect(aspect);
y_axis.SetAspect(aspect);
}
}
}
plot.FitThisFrame = false;
}
// CONTEXT MENUS -----------------------------------------------------------
ImGui::PushOverrideID(plot.ID);
const bool can_ctx = gp.OpenContextThisFrame &&
!ImHasFlag(plot.Flags, ImPlotFlags_NoMenus) &&
!plot.Items.Legend.Hovered;
// main ctx menu
if (can_ctx && plot.Hovered)
ImGui::OpenPopup("##PlotContext");
if (ImGui::BeginPopup("##PlotContext")) {
ShowPlotContextMenu(plot);
ImGui::EndPopup();
}
// axes ctx menus
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImGui::PushID(i);
ImPlotAxis& x_axis = plot.XAxis(i);
if (can_ctx && x_axis.Hovered && x_axis.HasMenus())
ImGui::OpenPopup("##XContext");
if (ImGui::BeginPopup("##XContext")) {
ImGui::Text(x_axis.HasLabel() ? plot.GetAxisLabel(x_axis) : i == 0 ? "X-Axis" : "X-Axis %d", i + 1);
ImGui::Separator();
ShowAxisContextMenu(x_axis, axis_equal ? x_axis.OrthoAxis : nullptr, true);
ImGui::EndPopup();
}
ImGui::PopID();
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
ImGui::PushID(i);
ImPlotAxis& y_axis = plot.YAxis(i);
if (can_ctx && y_axis.Hovered && y_axis.HasMenus())
ImGui::OpenPopup("##YContext");
if (ImGui::BeginPopup("##YContext")) {
ImGui::Text(y_axis.HasLabel() ? plot.GetAxisLabel(y_axis) : i == 0 ? "Y-Axis" : "Y-Axis %d", i + 1);
ImGui::Separator();
ShowAxisContextMenu(y_axis, axis_equal ? y_axis.OrthoAxis : nullptr, false);
ImGui::EndPopup();
}
ImGui::PopID();
}
ImGui::PopID();
// LINKED AXES ------------------------------------------------------------
for (int i = 0; i < ImAxis_COUNT; ++i)
plot.Axes[i].PushLinks();
// CLEANUP ----------------------------------------------------------------
// remove items
if (gp.CurrentItems == &plot.Items)
gp.CurrentItems = nullptr;
// reset the plot items for the next frame
for (int i = 0; i < plot.Items.GetItemCount(); ++i) {
plot.Items.GetItemByIndex(i)->SeenThisFrame = false;
}
// mark the plot as initialized, i.e. having made it through one frame completely
plot.Initialized = true;
// Pop ImGui::PushID at the end of BeginPlot
ImGui::PopID();
// Reset context for next plot
ResetCtxForNextPlot(GImPlot);
// setup next subplot
if (gp.CurrentSubplot != nullptr) {
ImGui::PopID();
SubplotNextCell();
}
}
//-----------------------------------------------------------------------------
// BEGIN/END SUBPLOT
//-----------------------------------------------------------------------------
static const float SUBPLOT_BORDER_SIZE = 1.0f;
static const float SUBPLOT_SPLITTER_HALF_THICKNESS = 4.0f;
static const float SUBPLOT_SPLITTER_FEEDBACK_TIMER = 0.06f;
void SubplotSetCell(int row, int col) {
ImPlotContext& gp = *GImPlot;
ImPlotSubplot& subplot = *gp.CurrentSubplot;
if (row >= subplot.Rows || col >= subplot.Cols)
return;
float xoff = 0;
float yoff = 0;
for (int c = 0; c < col; ++c)
xoff += subplot.ColRatios[c];
for (int r = 0; r < row; ++r)
yoff += subplot.RowRatios[r];
const ImVec2 grid_size = subplot.GridRect.GetSize();
ImVec2 cpos = subplot.GridRect.Min + ImVec2(xoff*grid_size.x,yoff*grid_size.y);
cpos.x = IM_ROUND(cpos.x);
cpos.y = IM_ROUND(cpos.y);
ImGui::GetCurrentWindow()->DC.CursorPos = cpos;
// set cell size
subplot.CellSize.x = IM_ROUND(subplot.GridRect.GetWidth() * subplot.ColRatios[col]);
subplot.CellSize.y = IM_ROUND(subplot.GridRect.GetHeight() * subplot.RowRatios[row]);
// setup links
const bool lx = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX);
const bool ly = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY);
const bool lr = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows);
const bool lc = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols);
SetNextAxisLinks(ImAxis_X1, lx ? &subplot.ColLinkData[0].Min : lc ? &subplot.ColLinkData[col].Min : nullptr,
lx ? &subplot.ColLinkData[0].Max : lc ? &subplot.ColLinkData[col].Max : nullptr);
SetNextAxisLinks(ImAxis_Y1, ly ? &subplot.RowLinkData[0].Min : lr ? &subplot.RowLinkData[row].Min : nullptr,
ly ? &subplot.RowLinkData[0].Max : lr ? &subplot.RowLinkData[row].Max : nullptr);
// setup alignment
if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign)) {
gp.CurrentAlignmentH = &subplot.RowAlignmentData[row];
gp.CurrentAlignmentV = &subplot.ColAlignmentData[col];
}
// set idx
if (ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ColMajor))
subplot.CurrentIdx = col * subplot.Rows + row;
else
subplot.CurrentIdx = row * subplot.Cols + col;
}
void SubplotSetCell(int idx) {
ImPlotContext& gp = *GImPlot;
ImPlotSubplot& subplot = *gp.CurrentSubplot;
if (idx >= subplot.Rows * subplot.Cols)
return;
int row = 0, col = 0;
if (ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ColMajor)) {
row = idx % subplot.Rows;
col = idx / subplot.Rows;
}
else {
row = idx / subplot.Cols;
col = idx % subplot.Cols;
}
return SubplotSetCell(row, col);
}
void SubplotNextCell() {
ImPlotContext& gp = *GImPlot;
ImPlotSubplot& subplot = *gp.CurrentSubplot;
SubplotSetCell(++subplot.CurrentIdx);
}
bool BeginSubplots(const char* title, int rows, int cols, const ImVec2& size, ImPlotSubplotFlags flags, float* row_sizes, float* col_sizes) {
IM_ASSERT_USER_ERROR(rows > 0 && cols > 0, "Invalid sizing arguments!");
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentSubplot == nullptr, "Mismatched BeginSubplots()/EndSubplots()!");
ImGuiContext &G = *GImGui;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return false;
const ImGuiID ID = Window->GetID(title);
bool just_created = gp.Subplots.GetByKey(ID) == nullptr;
gp.CurrentSubplot = gp.Subplots.GetOrAddByKey(ID);
ImPlotSubplot& subplot = *gp.CurrentSubplot;
subplot.ID = ID;
subplot.Items.ID = ID - 1;
subplot.HasTitle = ImGui::FindRenderedTextEnd(title, nullptr) != title;
// push ID
ImGui::PushID(ID);
if (just_created)
subplot.Flags = flags;
else if (flags != subplot.PreviousFlags)
subplot.Flags = flags;
subplot.PreviousFlags = flags;
// check for change in rows and cols
if (subplot.Rows != rows || subplot.Cols != cols) {
subplot.RowAlignmentData.resize(rows);
subplot.RowLinkData.resize(rows);
subplot.RowRatios.resize(rows);
for (int r = 0; r < rows; ++r) {
subplot.RowAlignmentData[r].Reset();
subplot.RowLinkData[r] = ImPlotRange(0,1);
subplot.RowRatios[r] = 1.0f / rows;
}
subplot.ColAlignmentData.resize(cols);
subplot.ColLinkData.resize(cols);
subplot.ColRatios.resize(cols);
for (int c = 0; c < cols; ++c) {
subplot.ColAlignmentData[c].Reset();
subplot.ColLinkData[c] = ImPlotRange(0,1);
subplot.ColRatios[c] = 1.0f / cols;
}
}
// check incoming size requests
float row_sum = 0, col_sum = 0;
if (row_sizes != nullptr) {
row_sum = ImSum(row_sizes, rows);
for (int r = 0; r < rows; ++r)
subplot.RowRatios[r] = row_sizes[r] / row_sum;
}
if (col_sizes != nullptr) {
col_sum = ImSum(col_sizes, cols);
for (int c = 0; c < cols; ++c)
subplot.ColRatios[c] = col_sizes[c] / col_sum;
}
subplot.Rows = rows;
subplot.Cols = cols;
// calc plot frame sizes
ImVec2 title_size(0.0f, 0.0f);
if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle))
title_size = ImGui::CalcTextSize(title, nullptr, true);
const float pad_top = title_size.x > 0.0f ? title_size.y + gp.Style.LabelPadding.y : 0;
const ImVec2 half_pad = gp.Style.PlotPadding/2;
const ImVec2 frame_size = ImGui::CalcItemSize(size, gp.Style.PlotDefaultSize.x, gp.Style.PlotDefaultSize.y);
subplot.FrameRect = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size);
subplot.GridRect.Min = subplot.FrameRect.Min + half_pad + ImVec2(0,pad_top);
subplot.GridRect.Max = subplot.FrameRect.Max - half_pad;
subplot.FrameHovered = subplot.FrameRect.Contains(ImGui::GetMousePos()) && ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows|ImGuiHoveredFlags_AllowWhenBlockedByActiveItem);
// outside legend adjustments (TODO: make function)
const bool share_items = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems);
if (share_items)
gp.CurrentItems = &subplot.Items;
if (share_items && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoLegend) && subplot.Items.GetLegendCount() > 0) {
ImPlotLegend& legend = subplot.Items.Legend;
const bool horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal);
const ImVec2 legend_size = CalcLegendSize(subplot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !horz);
const bool west = ImHasFlag(legend.Location, ImPlotLocation_West) && !ImHasFlag(legend.Location, ImPlotLocation_East);
const bool east = ImHasFlag(legend.Location, ImPlotLocation_East) && !ImHasFlag(legend.Location, ImPlotLocation_West);
const bool north = ImHasFlag(legend.Location, ImPlotLocation_North) && !ImHasFlag(legend.Location, ImPlotLocation_South);
const bool south = ImHasFlag(legend.Location, ImPlotLocation_South) && !ImHasFlag(legend.Location, ImPlotLocation_North);
if ((west && !horz) || (west && horz && !north && !south))
subplot.GridRect.Min.x += (legend_size.x + gp.Style.LegendPadding.x);
if ((east && !horz) || (east && horz && !north && !south))
subplot.GridRect.Max.x -= (legend_size.x + gp.Style.LegendPadding.x);
if ((north && horz) || (north && !horz && !west && !east))
subplot.GridRect.Min.y += (legend_size.y + gp.Style.LegendPadding.y);
if ((south && horz) || (south && !horz && !west && !east))
subplot.GridRect.Max.y -= (legend_size.y + gp.Style.LegendPadding.y);
}
// render single background frame
ImGui::RenderFrame(subplot.FrameRect.Min, subplot.FrameRect.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, ImGui::GetStyle().FrameRounding);
// render title
if (title_size.x > 0.0f && !ImHasFlag(subplot.Flags, ImPlotFlags_NoTitle)) {
const ImU32 col = GetStyleColorU32(ImPlotCol_TitleText);
AddTextCentered(ImGui::GetWindowDrawList(),ImVec2(subplot.GridRect.GetCenter().x, subplot.GridRect.Min.y - pad_top + half_pad.y),col,title);
}
// render splitters
if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoResize)) {
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
const ImU32 hov_col = ImGui::ColorConvertFloat4ToU32(GImGui->Style.Colors[ImGuiCol_SeparatorHovered]);
const ImU32 act_col = ImGui::ColorConvertFloat4ToU32(GImGui->Style.Colors[ImGuiCol_SeparatorActive]);
float xpos = subplot.GridRect.Min.x;
float ypos = subplot.GridRect.Min.y;
int separator = 1;
// bool pass = false;
for (int r = 0; r < subplot.Rows-1; ++r) {
ypos += subplot.RowRatios[r] * subplot.GridRect.GetHeight();
const ImGuiID sep_id = subplot.ID + separator;
ImGui::KeepAliveID(sep_id);
const ImRect sep_bb = ImRect(subplot.GridRect.Min.x, ypos-SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Max.x, ypos+SUBPLOT_SPLITTER_HALF_THICKNESS);
bool sep_hov = false, sep_hld = false;
const bool sep_clk = ImGui::ButtonBehavior(sep_bb, sep_id, &sep_hov, &sep_hld, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
if ((sep_hov && G.HoveredIdTimer > SUBPLOT_SPLITTER_FEEDBACK_TIMER) || sep_hld) {
if (sep_clk && ImGui::IsMouseDoubleClicked(0)) {
float p = (subplot.RowRatios[r] + subplot.RowRatios[r+1])/2;
subplot.RowRatios[r] = subplot.RowRatios[r+1] = p;
}
if (sep_clk) {
subplot.TempSizes[0] = subplot.RowRatios[r];
subplot.TempSizes[1] = subplot.RowRatios[r+1];
}
if (sep_hld) {
float dp = ImGui::GetMouseDragDelta(0).y / subplot.GridRect.GetHeight();
if (subplot.TempSizes[0] + dp > 0.1f && subplot.TempSizes[1] - dp > 0.1f) {
subplot.RowRatios[r] = subplot.TempSizes[0] + dp;
subplot.RowRatios[r+1] = subplot.TempSizes[1] - dp;
}
}
DrawList.AddLine(ImVec2(IM_ROUND(subplot.GridRect.Min.x),IM_ROUND(ypos)),
ImVec2(IM_ROUND(subplot.GridRect.Max.x),IM_ROUND(ypos)),
sep_hld ? act_col : hov_col, SUBPLOT_BORDER_SIZE);
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS);
}
separator++;
}
for (int c = 0; c < subplot.Cols-1; ++c) {
xpos += subplot.ColRatios[c] * subplot.GridRect.GetWidth();
const ImGuiID sep_id = subplot.ID + separator;
ImGui::KeepAliveID(sep_id);
const ImRect sep_bb = ImRect(xpos-SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Min.y, xpos+SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Max.y);
bool sep_hov = false, sep_hld = false;
const bool sep_clk = ImGui::ButtonBehavior(sep_bb, sep_id, &sep_hov, &sep_hld, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
if ((sep_hov && G.HoveredIdTimer > SUBPLOT_SPLITTER_FEEDBACK_TIMER) || sep_hld) {
if (sep_clk && ImGui::IsMouseDoubleClicked(0)) {
float p = (subplot.ColRatios[c] + subplot.ColRatios[c+1])/2;
subplot.ColRatios[c] = subplot.ColRatios[c+1] = p;
}
if (sep_clk) {
subplot.TempSizes[0] = subplot.ColRatios[c];
subplot.TempSizes[1] = subplot.ColRatios[c+1];
}
if (sep_hld) {
float dp = ImGui::GetMouseDragDelta(0).x / subplot.GridRect.GetWidth();
if (subplot.TempSizes[0] + dp > 0.1f && subplot.TempSizes[1] - dp > 0.1f) {
subplot.ColRatios[c] = subplot.TempSizes[0] + dp;
subplot.ColRatios[c+1] = subplot.TempSizes[1] - dp;
}
}
DrawList.AddLine(ImVec2(IM_ROUND(xpos),IM_ROUND(subplot.GridRect.Min.y)),
ImVec2(IM_ROUND(xpos),IM_ROUND(subplot.GridRect.Max.y)),
sep_hld ? act_col : hov_col, SUBPLOT_BORDER_SIZE);
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW);
}
separator++;
}
}
// set outgoing sizes
if (row_sizes != nullptr) {
for (int r = 0; r < rows; ++r)
row_sizes[r] = subplot.RowRatios[r] * row_sum;
}
if (col_sizes != nullptr) {
for (int c = 0; c < cols; ++c)
col_sizes[c] = subplot.ColRatios[c] * col_sum;
}
// push styling
PushStyleColor(ImPlotCol_FrameBg, IM_COL32_BLACK_TRANS);
PushStyleVar(ImPlotStyleVar_PlotPadding, half_pad);
PushStyleVar(ImPlotStyleVar_PlotMinSize, ImVec2(0,0));
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize,0);
// set initial cursor pos
Window->DC.CursorPos = subplot.GridRect.Min;
// begin alignments
for (int r = 0; r < subplot.Rows; ++r)
subplot.RowAlignmentData[r].Begin();
for (int c = 0; c < subplot.Cols; ++c)
subplot.ColAlignmentData[c].Begin();
// clear legend data
subplot.Items.Legend.Reset();
// Setup first subplot
SubplotSetCell(0,0);
return true;
}
void EndSubplots() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentSubplot != nullptr, "Mismatched BeginSubplots()/EndSubplots()!");
ImPlotSubplot& subplot = *gp.CurrentSubplot;
const ImGuiIO& IO = ImGui::GetIO();
// set alignments
for (int r = 0; r < subplot.Rows; ++r)
subplot.RowAlignmentData[r].End();
for (int c = 0; c < subplot.Cols; ++c)
subplot.ColAlignmentData[c].End();
// pop styling
PopStyleColor();
PopStyleVar();
PopStyleVar();
ImGui::PopStyleVar();
// legend
subplot.Items.Legend.Hovered = false;
for (int i = 0; i < subplot.Items.GetItemCount(); ++i)
subplot.Items.GetItemByIndex(i)->LegendHovered = false;
// render legend
const bool share_items = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems);
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
if (share_items && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoLegend) && subplot.Items.GetLegendCount() > 0) {
ImPlotLegend& legend = subplot.Items.Legend;
const bool legend_horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal);
const ImVec2 legend_size = CalcLegendSize(subplot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz);
const ImVec2 legend_pos = GetLocationPos(subplot.FrameRect, legend_size, legend.Location, gp.Style.PlotPadding);
legend.Rect = ImRect(legend_pos, legend_pos + legend_size);
legend.RectClamped = legend.Rect;
const bool legend_scrollable = ClampLegendRect(legend.RectClamped,subplot.FrameRect, gp.Style.PlotPadding);
const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap
| ImGuiButtonFlags_PressedOnClick
| ImGuiButtonFlags_PressedOnDoubleClick
| ImGuiButtonFlags_MouseButtonLeft
| ImGuiButtonFlags_MouseButtonRight
| ImGuiButtonFlags_MouseButtonMiddle
| ImGuiButtonFlags_FlattenChildren;
ImGui::KeepAliveID(subplot.Items.ID);
ImGui::ButtonBehavior(legend.RectClamped, subplot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags);
legend.Hovered = legend.Hovered || (subplot.FrameHovered && legend.RectClamped.Contains(ImGui::GetIO().MousePos));
if (legend_scrollable) {
if (legend.Hovered) {
ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, subplot.Items.ID);
if (IO.MouseWheel != 0.0f) {
ImVec2 max_step = legend.Rect.GetSize() * 0.67f;
float font_size = ImGui::GetCurrentWindow()->CalcFontSize();
float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x));
legend.Scroll.x += scroll_step * IO.MouseWheel;
legend.Scroll.y += scroll_step * IO.MouseWheel;
}
}
const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize();
legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f);
legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f);
const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y);
ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset;
legend.Rect.Min += legend_offset;
legend.Rect.Max += legend_offset;
} else {
legend.Scroll = ImVec2(0,0);
}
const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg);
const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder);
ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true);
DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg);
bool legend_contextable = ShowLegendEntries(subplot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList)
&& !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus);
DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd);
ImGui::PopClipRect();
if (legend_contextable && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoMenus) && ImGui::GetIO().MouseReleased[gp.InputMap.Menu])
ImGui::OpenPopup("##LegendContext");
if (ImGui::BeginPopup("##LegendContext")) {
ImGui::Text("Legend"); ImGui::Separator();
if (ShowLegendContextMenu(legend, !ImHasFlag(subplot.Flags, ImPlotFlags_NoLegend)))
ImFlipFlag(subplot.Flags, ImPlotFlags_NoLegend);
ImGui::EndPopup();
}
}
else {
subplot.Items.Legend.Rect = ImRect();
}
// remove items
if (gp.CurrentItems == &subplot.Items)
gp.CurrentItems = nullptr;
// reset the plot items for the next frame (TODO: put this elswhere)
for (int i = 0; i < subplot.Items.GetItemCount(); ++i) {
subplot.Items.GetItemByIndex(i)->SeenThisFrame = false;
}
// pop id
ImGui::PopID();
// set DC back correctly
GImGui->CurrentWindow->DC.CursorPos = subplot.FrameRect.Min;
ImGui::Dummy(subplot.FrameRect.GetSize());
ResetCtxForNextSubplot(GImPlot);
}
//-----------------------------------------------------------------------------
// [SECTION] Plot Utils
//-----------------------------------------------------------------------------
void SetAxis(ImAxis axis) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetAxis() needs to be called between BeginPlot() and EndPlot()!");
IM_ASSERT_USER_ERROR(axis >= ImAxis_X1 && axis < ImAxis_COUNT, "Axis index out of bounds!");
IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[axis].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
SetupLock();
if (axis < ImAxis_Y1)
gp.CurrentPlot->CurrentX = axis;
else
gp.CurrentPlot->CurrentY = axis;
}
void SetAxes(ImAxis x_idx, ImAxis y_idx) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetAxes() needs to be called between BeginPlot() and EndPlot()!");
IM_ASSERT_USER_ERROR(x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1, "X-Axis index out of bounds!");
IM_ASSERT_USER_ERROR(y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT, "Y-Axis index out of bounds!");
IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[x_idx].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[y_idx].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?");
SetupLock();
gp.CurrentPlot->CurrentX = x_idx;
gp.CurrentPlot->CurrentY = y_idx;
}
ImPlotPoint PixelsToPlot(float x, float y, ImAxis x_idx, ImAxis y_idx) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PixelsToPlot() needs to be called between BeginPlot() and EndPlot()!");
IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!");
IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!");
SetupLock();
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx];
ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx];
return ImPlotPoint( x_axis.PixelsToPlot(x), y_axis.PixelsToPlot(y) );
}
ImPlotPoint PixelsToPlot(const ImVec2& pix, ImAxis x_idx, ImAxis y_idx) {
return PixelsToPlot(pix.x, pix.y, x_idx, y_idx);
}
ImVec2 PlotToPixels(double x, double y, ImAxis x_idx, ImAxis y_idx) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PlotToPixels() needs to be called between BeginPlot() and EndPlot()!");
IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!");
IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!");
SetupLock();
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx];
ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx];
return ImVec2( x_axis.PlotToPixels(x), y_axis.PlotToPixels(y) );
}
ImVec2 PlotToPixels(const ImPlotPoint& plt, ImAxis x_idx, ImAxis y_idx) {
return PlotToPixels(plt.x, plt.y, x_idx, y_idx);
}
ImVec2 GetPlotPos() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotPos() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return gp.CurrentPlot->PlotRect.Min;
}
ImVec2 GetPlotSize() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotSize() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return gp.CurrentPlot->PlotRect.GetSize();
}
ImPlotPoint GetPlotMousePos(ImAxis x_idx, ImAxis y_idx) {
IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "GetPlotMousePos() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return PixelsToPlot(ImGui::GetMousePos(), x_idx, y_idx);
}
ImPlotRect GetPlotLimits(ImAxis x_idx, ImAxis y_idx) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotLimits() needs to be called between BeginPlot() and EndPlot()!");
IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!");
IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!");
SetupLock();
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx];
ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx];
ImPlotRect limits;
limits.X = x_axis.Range;
limits.Y = y_axis.Range;
return limits;
}
bool IsPlotHovered() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotHovered() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return gp.CurrentPlot->Hovered;
}
bool IsAxisHovered(ImAxis axis) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotXAxisHovered() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return gp.CurrentPlot->Axes[axis].Hovered;
}
bool IsSubplotsHovered() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentSubplot != nullptr, "IsSubplotsHovered() needs to be called between BeginSubplots() and EndSubplots()!");
return gp.CurrentSubplot->FrameHovered;
}
bool IsPlotSelected() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotSelected() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
return gp.CurrentPlot->Selected;
}
ImPlotRect GetPlotSelection(ImAxis x_idx, ImAxis y_idx) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotSelection() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
ImPlotPlot& plot = *gp.CurrentPlot;
if (!plot.Selected)
return ImPlotRect(0,0,0,0);
ImPlotPoint p1 = PixelsToPlot(plot.SelectRect.Min + plot.PlotRect.Min, x_idx, y_idx);
ImPlotPoint p2 = PixelsToPlot(plot.SelectRect.Max + plot.PlotRect.Min, x_idx, y_idx);
ImPlotRect result;
result.X.Min = ImMin(p1.x, p2.x);
result.X.Max = ImMax(p1.x, p2.x);
result.Y.Min = ImMin(p1.y, p2.y);
result.Y.Max = ImMax(p1.y, p2.y);
return result;
}
void CancelPlotSelection() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "CancelPlotSelection() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
ImPlotPlot& plot = *gp.CurrentPlot;
if (plot.Selected)
plot.Selected = plot.Selecting = false;
}
void HideNextItem(bool hidden, ImPlotCond cond) {
ImPlotContext& gp = *GImPlot;
gp.NextItemData.HasHidden = true;
gp.NextItemData.Hidden = hidden;
gp.NextItemData.HiddenCond = cond;
}
//-----------------------------------------------------------------------------
// [SECTION] Plot Tools
//-----------------------------------------------------------------------------
void Annotation(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, bool round) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Annotation() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
char x_buff[IMPLOT_LABEL_MAX_SIZE];
char y_buff[IMPLOT_LABEL_MAX_SIZE];
ImPlotAxis& x_axis = gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentX];
ImPlotAxis& y_axis = gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentY];
LabelAxisValue(x_axis, x, x_buff, sizeof(x_buff), round);
LabelAxisValue(y_axis, y, y_buff, sizeof(y_buff), round);
Annotation(x,y,col,offset,clamp,"%s, %s",x_buff,y_buff);
}
void AnnotationV(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, const char* fmt, va_list args) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Annotation() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
ImVec2 pos = PlotToPixels(x,y,IMPLOT_AUTO,IMPLOT_AUTO);
ImU32 bg = ImGui::GetColorU32(col);
ImU32 fg = col.w == 0 ? GetStyleColorU32(ImPlotCol_InlayText) : CalcTextColor(col);
gp.Annotations.AppendV(pos, offset, bg, fg, clamp, fmt, args);
}
void Annotation(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, const char* fmt, ...) {
va_list args;
va_start(args, fmt);
AnnotationV(x,y,col,offset,clamp,fmt,args);
va_end(args);
}
void TagV(ImAxis axis, double v, const ImVec4& col, const char* fmt, va_list args) {
ImPlotContext& gp = *GImPlot;
SetupLock();
ImU32 bg = ImGui::GetColorU32(col);
ImU32 fg = col.w == 0 ? GetStyleColorU32(ImPlotCol_AxisText) : CalcTextColor(col);
gp.Tags.AppendV(axis,v,bg,fg,fmt,args);
}
void Tag(ImAxis axis, double v, const ImVec4& col, const char* fmt, ...) {
va_list args;
va_start(args, fmt);
TagV(axis,v,col,fmt,args);
va_end(args);
}
void Tag(ImAxis axis, double v, const ImVec4& color, bool round) {
ImPlotContext& gp = *GImPlot;
SetupLock();
char buff[IMPLOT_LABEL_MAX_SIZE];
ImPlotAxis& ax = gp.CurrentPlot->Axes[axis];
LabelAxisValue(ax, v, buff, sizeof(buff), round);
Tag(axis,v,color,"%s",buff);
}
IMPLOT_API void TagX(double x, const ImVec4& color, bool round) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!");
Tag(gp.CurrentPlot->CurrentX, x, color, round);
}
IMPLOT_API void TagX(double x, const ImVec4& color, const char* fmt, ...) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!");
va_list args;
va_start(args, fmt);
TagV(gp.CurrentPlot->CurrentX,x,color,fmt,args);
va_end(args);
}
IMPLOT_API void TagXV(double x, const ImVec4& color, const char* fmt, va_list args) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!");
TagV(gp.CurrentPlot->CurrentX, x, color, fmt, args);
}
IMPLOT_API void TagY(double y, const ImVec4& color, bool round) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!");
Tag(gp.CurrentPlot->CurrentY, y, color, round);
}
IMPLOT_API void TagY(double y, const ImVec4& color, const char* fmt, ...) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!");
va_list args;
va_start(args, fmt);
TagV(gp.CurrentPlot->CurrentY,y,color,fmt,args);
va_end(args);
}
IMPLOT_API void TagYV(double y, const ImVec4& color, const char* fmt, va_list args) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!");
TagV(gp.CurrentPlot->CurrentY, y, color, fmt, args);
}
static const float DRAG_GRAB_HALF_SIZE = 4.0f;
bool DragPoint(int n_id, double* x, double* y, const ImVec4& col, float radius, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) {
ImGui::PushID("#IMPLOT_DRAG_POINT");
IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragPoint() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) {
FitPoint(ImPlotPoint(*x,*y));
}
const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs);
const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors);
const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed);
const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, radius);
const ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col;
const ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color);
ImVec2 pos = PlotToPixels(*x,*y,IMPLOT_AUTO,IMPLOT_AUTO);
const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id);
ImRect rect(pos.x-grab_half_size,pos.y-grab_half_size,pos.x+grab_half_size,pos.y+grab_half_size);
bool hovered = false, held = false;
ImGui::KeepAliveID(id);
if (input) {
bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held);
if (out_clicked) *out_clicked = clicked;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
}
bool modified = false;
if (held && ImGui::IsMouseDragging(0)) {
*x = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x;
*y = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y;
modified = true;
}
PushPlotClipRect();
ImDrawList& DrawList = *GetPlotDrawList();
if ((hovered || held) && show_curs)
ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
if (modified && no_delay)
pos = PlotToPixels(*x,*y,IMPLOT_AUTO,IMPLOT_AUTO);
DrawList.AddCircleFilled(pos, radius, col32);
PopPlotClipRect();
ImGui::PopID();
return modified;
}
bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) {
// ImGui::PushID("#IMPLOT_DRAG_LINE_X");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineX() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) {
FitPointX(*value);
}
const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs);
const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors);
const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed);
const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, thickness/2);
float yt = gp.CurrentPlot->PlotRect.Min.y;
float yb = gp.CurrentPlot->PlotRect.Max.y;
float x = IM_ROUND(PlotToPixels(*value,0,IMPLOT_AUTO,IMPLOT_AUTO).x);
const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id);
ImRect rect(x-grab_half_size,yt,x+grab_half_size,yb);
bool hovered = false, held = false;
ImGui::KeepAliveID(id);
if (input) {
bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held);
if (out_clicked) *out_clicked = clicked;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
}
if ((hovered || held) && show_curs)
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW);
float len = gp.Style.MajorTickLen.x;
ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col;
ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color);
bool modified = false;
if (held && ImGui::IsMouseDragging(0)) {
*value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x;
modified = true;
}
PushPlotClipRect();
ImDrawList& DrawList = *GetPlotDrawList();
if (modified && no_delay)
x = IM_ROUND(PlotToPixels(*value,0,IMPLOT_AUTO,IMPLOT_AUTO).x);
DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yb), col32, thickness);
DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yt+len), col32, 3*thickness);
DrawList.AddLine(ImVec2(x,yb), ImVec2(x,yb-len), col32, 3*thickness);
PopPlotClipRect();
// ImGui::PopID();
return modified;
}
bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) {
ImGui::PushID("#IMPLOT_DRAG_LINE_Y");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineY() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) {
FitPointY(*value);
}
const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs);
const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors);
const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed);
const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, thickness/2);
float xl = gp.CurrentPlot->PlotRect.Min.x;
float xr = gp.CurrentPlot->PlotRect.Max.x;
float y = IM_ROUND(PlotToPixels(0, *value,IMPLOT_AUTO,IMPLOT_AUTO).y);
const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id);
ImRect rect(xl,y-grab_half_size,xr,y+grab_half_size);
bool hovered = false, held = false;
ImGui::KeepAliveID(id);
if (input) {
bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held);
if (out_clicked) *out_clicked = clicked;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
}
if ((hovered || held) && show_curs)
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS);
float len = gp.Style.MajorTickLen.y;
ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col;
ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color);
bool modified = false;
if (held && ImGui::IsMouseDragging(0)) {
*value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y;
modified = true;
}
PushPlotClipRect();
ImDrawList& DrawList = *GetPlotDrawList();
if (modified && no_delay)
y = IM_ROUND(PlotToPixels(0, *value,IMPLOT_AUTO,IMPLOT_AUTO).y);
DrawList.AddLine(ImVec2(xl,y), ImVec2(xr,y), col32, thickness);
DrawList.AddLine(ImVec2(xl,y), ImVec2(xl+len,y), col32, 3*thickness);
DrawList.AddLine(ImVec2(xr,y), ImVec2(xr-len,y), col32, 3*thickness);
PopPlotClipRect();
ImGui::PopID();
return modified;
}
bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_max, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) {
ImGui::PushID("#IMPLOT_DRAG_RECT");
IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragRect() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) {
FitPoint(ImPlotPoint(*x_min,*y_min));
FitPoint(ImPlotPoint(*x_max,*y_max));
}
const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs);
const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors);
const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed);
bool h[] = {true,false,true,false};
double* x[] = {x_min,x_max,x_max,x_min};
double* y[] = {y_min,y_min,y_max,y_max};
ImVec2 p[4];
for (int i = 0; i < 4; ++i)
p[i] = PlotToPixels(*x[i],*y[i],IMPLOT_AUTO,IMPLOT_AUTO);
ImVec2 pc = PlotToPixels((*x_min+*x_max)/2,(*y_min+*y_max)/2,IMPLOT_AUTO,IMPLOT_AUTO);
ImRect rect(ImMin(p[0],p[2]),ImMax(p[0],p[2]));
ImRect rect_grab = rect; rect_grab.Expand(DRAG_GRAB_HALF_SIZE);
ImGuiMouseCursor cur[4];
if (show_curs) {
cur[0] = (rect.Min.x == p[0].x && rect.Min.y == p[0].y) || (rect.Max.x == p[0].x && rect.Max.y == p[0].y) ? ImGuiMouseCursor_ResizeNWSE : ImGuiMouseCursor_ResizeNESW;
cur[1] = cur[0] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
cur[2] = cur[1] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
cur[3] = cur[2] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
}
ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col;
ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color);
color.w *= 0.25f;
ImU32 col32_a = ImGui::ColorConvertFloat4ToU32(color);
const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id);
bool modified = false;
bool clicked = false, hovered = false, held = false;
ImRect b_rect(pc.x-DRAG_GRAB_HALF_SIZE,pc.y-DRAG_GRAB_HALF_SIZE,pc.x+DRAG_GRAB_HALF_SIZE,pc.y+DRAG_GRAB_HALF_SIZE);
ImGui::KeepAliveID(id);
if (input) {
// middle point
clicked = ImGui::ButtonBehavior(b_rect,id,&hovered,&held);
if (out_clicked) *out_clicked = clicked;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
}
if ((hovered || held) && show_curs)
ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll);
if (held && ImGui::IsMouseDragging(0)) {
for (int i = 0; i < 4; ++i) {
ImPlotPoint pp = PixelsToPlot(p[i] + ImGui::GetIO().MouseDelta,IMPLOT_AUTO,IMPLOT_AUTO);
*y[i] = pp.y;
*x[i] = pp.x;
}
modified = true;
}
for (int i = 0; i < 4; ++i) {
// points
b_rect = ImRect(p[i].x-DRAG_GRAB_HALF_SIZE,p[i].y-DRAG_GRAB_HALF_SIZE,p[i].x+DRAG_GRAB_HALF_SIZE,p[i].y+DRAG_GRAB_HALF_SIZE);
ImGuiID p_id = id + i + 1;
ImGui::KeepAliveID(p_id);
if (input) {
clicked = ImGui::ButtonBehavior(b_rect,p_id,&hovered,&held);
if (out_clicked) *out_clicked = *out_clicked || clicked;
if (out_hovered) *out_hovered = *out_hovered || hovered;
if (out_held) *out_held = *out_held || held;
}
if ((hovered || held) && show_curs)
ImGui::SetMouseCursor(cur[i]);
if (held && ImGui::IsMouseDragging(0)) {
*x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x;
*y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y;
modified = true;
}
// edges
ImVec2 e_min = ImMin(p[i],p[(i+1)%4]);
ImVec2 e_max = ImMax(p[i],p[(i+1)%4]);
b_rect = h[i] ? ImRect(e_min.x + DRAG_GRAB_HALF_SIZE, e_min.y - DRAG_GRAB_HALF_SIZE, e_max.x - DRAG_GRAB_HALF_SIZE, e_max.y + DRAG_GRAB_HALF_SIZE)
: ImRect(e_min.x - DRAG_GRAB_HALF_SIZE, e_min.y + DRAG_GRAB_HALF_SIZE, e_max.x + DRAG_GRAB_HALF_SIZE, e_max.y - DRAG_GRAB_HALF_SIZE);
ImGuiID e_id = id + i + 5;
ImGui::KeepAliveID(e_id);
if (input) {
clicked = ImGui::ButtonBehavior(b_rect,e_id,&hovered,&held);
if (out_clicked) *out_clicked = *out_clicked || clicked;
if (out_hovered) *out_hovered = *out_hovered || hovered;
if (out_held) *out_held = *out_held || held;
}
if ((hovered || held) && show_curs)
h[i] ? ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW);
if (held && ImGui::IsMouseDragging(0)) {
if (h[i])
*y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y;
else
*x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x;
modified = true;
}
if (hovered && ImGui::IsMouseDoubleClicked(0))
{
ImPlotRect b = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO);
if (h[i])
*y[i] = ((y[i] == y_min && *y_min < *y_max) || (y[i] == y_max && *y_max < *y_min)) ? b.Y.Min : b.Y.Max;
else
*x[i] = ((x[i] == x_min && *x_min < *x_max) || (x[i] == x_max && *x_max < *x_min)) ? b.X.Min : b.X.Max;
modified = true;
}
}
const bool mouse_inside = rect_grab.Contains(ImGui::GetMousePos());
const bool mouse_clicked = ImGui::IsMouseClicked(0);
const bool mouse_down = ImGui::IsMouseDown(0);
if (input && mouse_inside) {
if (out_clicked) *out_clicked = *out_clicked || mouse_clicked;
if (out_hovered) *out_hovered = true;
if (out_held) *out_held = *out_held || mouse_down;
}
PushPlotClipRect();
ImDrawList& DrawList = *GetPlotDrawList();
if (modified && no_delay) {
for (int i = 0; i < 4; ++i)
p[i] = PlotToPixels(*x[i],*y[i],IMPLOT_AUTO,IMPLOT_AUTO);
pc = PlotToPixels((*x_min+*x_max)/2,(*y_min+*y_max)/2,IMPLOT_AUTO,IMPLOT_AUTO);
rect = ImRect(ImMin(p[0],p[2]),ImMax(p[0],p[2]));
}
DrawList.AddRectFilled(rect.Min, rect.Max, col32_a);
DrawList.AddRect(rect.Min, rect.Max, col32);
if (input && (modified || mouse_inside)) {
DrawList.AddCircleFilled(pc,DRAG_GRAB_HALF_SIZE,col32);
for (int i = 0; i < 4; ++i)
DrawList.AddCircleFilled(p[i],DRAG_GRAB_HALF_SIZE,col32);
}
PopPlotClipRect();
ImGui::PopID();
return modified;
}
bool DragRect(int id, ImPlotRect* bounds, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) {
return DragRect(id, &bounds->X.Min, &bounds->Y.Min,&bounds->X.Max, &bounds->Y.Max, col, flags, out_clicked, out_hovered, out_held);
}
//-----------------------------------------------------------------------------
// [SECTION] Legend Utils and Tools
//-----------------------------------------------------------------------------
bool IsLegendEntryHovered(const char* label_id) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "IsPlotItemHighlight() needs to be called within an itemized context!");
SetupLock();
ImGuiID id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID);
ImPlotItem* item = gp.CurrentItems->GetItem(id);
return item && item->LegendHovered;
}
bool BeginLegendPopup(const char* label_id, ImGuiMouseButton mouse_button) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "BeginLegendPopup() needs to be called within an itemized context!");
SetupLock();
ImGuiWindow* window = GImGui->CurrentWindow;
if (window->SkipItems)
return false;
ImGuiID id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID);
if (ImGui::IsMouseReleased(mouse_button)) {
ImPlotItem* item = gp.CurrentItems->GetItem(id);
if (item && item->LegendHovered)
ImGui::OpenPopupEx(id);
}
return ImGui::BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
void EndLegendPopup() {
SetupLock();
ImGui::EndPopup();
}
void ShowAltLegend(const char* title_id, bool vertical, const ImVec2 size, bool interactable) {
ImPlotContext& gp = *GImPlot;
ImGuiContext &G = *GImGui;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return;
ImDrawList &DrawList = *Window->DrawList;
ImPlotPlot* plot = GetPlot(title_id);
ImVec2 legend_size;
ImVec2 default_size = gp.Style.LegendPadding * 2;
if (plot != nullptr) {
legend_size = CalcLegendSize(plot->Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, vertical);
default_size = legend_size + gp.Style.LegendPadding * 2;
}
ImVec2 frame_size = ImGui::CalcItemSize(size, default_size.x, default_size.y);
ImRect bb_frame = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size);
ImGui::ItemSize(bb_frame);
if (!ImGui::ItemAdd(bb_frame, 0, &bb_frame))
return;
ImGui::RenderFrame(bb_frame.Min, bb_frame.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, G.Style.FrameRounding);
DrawList.PushClipRect(bb_frame.Min, bb_frame.Max, true);
if (plot != nullptr) {
const ImVec2 legend_pos = GetLocationPos(bb_frame, legend_size, 0, gp.Style.LegendPadding);
const ImRect legend_bb(legend_pos, legend_pos + legend_size);
interactable = interactable && bb_frame.Contains(ImGui::GetIO().MousePos);
// render legend box
ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg);
ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder);
DrawList.AddRectFilled(legend_bb.Min, legend_bb.Max, col_bg);
DrawList.AddRect(legend_bb.Min, legend_bb.Max, col_bd);
// render entries
ShowLegendEntries(plot->Items, legend_bb, interactable, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, vertical, DrawList);
}
DrawList.PopClipRect();
}
//-----------------------------------------------------------------------------
// [SECTION] Drag and Drop Utils
//-----------------------------------------------------------------------------
bool BeginDragDropTargetPlot() {
SetupLock();
ImPlotContext& gp = *GImPlot;
ImRect rect = gp.CurrentPlot->PlotRect;
return ImGui::BeginDragDropTargetCustom(rect, gp.CurrentPlot->ID);
}
bool BeginDragDropTargetAxis(ImAxis axis) {
SetupLock();
ImPlotPlot& plot = *GImPlot->CurrentPlot;
ImPlotAxis& ax = plot.Axes[axis];
ImRect rect = ax.HoverRect;
rect.Expand(-3.5f);
return ImGui::BeginDragDropTargetCustom(rect, ax.ID);
}
bool BeginDragDropTargetLegend() {
SetupLock();
ImPlotItemGroup& items = *GImPlot->CurrentItems;
ImRect rect = items.Legend.RectClamped;
return ImGui::BeginDragDropTargetCustom(rect, items.ID);
}
void EndDragDropTarget() {
SetupLock();
ImGui::EndDragDropTarget();
}
bool BeginDragDropSourcePlot(ImGuiDragDropFlags flags) {
SetupLock();
ImPlotContext& gp = *GImPlot;
ImPlotPlot* plot = gp.CurrentPlot;
if (GImGui->IO.KeyMods == gp.InputMap.OverrideMod || GImGui->DragDropPayload.SourceId == plot->ID)
return ImGui::ItemAdd(plot->PlotRect, plot->ID) && ImGui::BeginDragDropSource(flags);
return false;
}
bool BeginDragDropSourceAxis(ImAxis idx, ImGuiDragDropFlags flags) {
SetupLock();
ImPlotContext& gp = *GImPlot;
ImPlotAxis& axis = gp.CurrentPlot->Axes[idx];
if (GImGui->IO.KeyMods == gp.InputMap.OverrideMod || GImGui->DragDropPayload.SourceId == axis.ID)
return ImGui::ItemAdd(axis.HoverRect, axis.ID) && ImGui::BeginDragDropSource(flags);
return false;
}
bool BeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags) {
SetupLock();
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "BeginDragDropSourceItem() needs to be called within an itemized context!");
ImGuiID item_id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID);
ImPlotItem* item = gp.CurrentItems->GetItem(item_id);
if (item != nullptr) {
return ImGui::ItemAdd(item->LegendHoverRect, item->ID) && ImGui::BeginDragDropSource(flags);
}
return false;
}
void EndDragDropSource() {
SetupLock();
ImGui::EndDragDropSource();
}
//-----------------------------------------------------------------------------
// [SECTION] Aligned Plots
//-----------------------------------------------------------------------------
bool BeginAlignedPlots(const char* group_id, bool vertical) {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentAlignmentH == nullptr && gp.CurrentAlignmentV == nullptr, "Mismatched BeginAlignedPlots()/EndAlignedPlots()!");
ImGuiContext &G = *GImGui;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return false;
const ImGuiID ID = Window->GetID(group_id);
ImPlotAlignmentData* alignment = gp.AlignmentData.GetOrAddByKey(ID);
if (vertical)
gp.CurrentAlignmentV = alignment;
else
gp.CurrentAlignmentH = alignment;
if (alignment->Vertical != vertical)
alignment->Reset();
alignment->Vertical = vertical;
alignment->Begin();
return true;
}
void EndAlignedPlots() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentAlignmentH != nullptr || gp.CurrentAlignmentV != nullptr, "Mismatched BeginAlignedPlots()/EndAlignedPlots()!");
ImPlotAlignmentData* alignment = gp.CurrentAlignmentH != nullptr ? gp.CurrentAlignmentH : (gp.CurrentAlignmentV != nullptr ? gp.CurrentAlignmentV : nullptr);
if (alignment)
alignment->End();
ResetCtxForNextAlignedPlots(GImPlot);
}
//-----------------------------------------------------------------------------
// [SECTION] Plot and Item Styling
//-----------------------------------------------------------------------------
ImPlotStyle& GetStyle() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
return gp.Style;
}
void PushStyleColor(ImPlotCol idx, ImU32 col) {
ImPlotContext& gp = *GImPlot;
ImGuiColorMod backup;
backup.Col = (ImGuiCol)idx;
backup.BackupValue = gp.Style.Colors[idx];
gp.ColorModifiers.push_back(backup);
gp.Style.Colors[idx] = ImGui::ColorConvertU32ToFloat4(col);
}
void PushStyleColor(ImPlotCol idx, const ImVec4& col) {
ImPlotContext& gp = *GImPlot;
ImGuiColorMod backup;
backup.Col = (ImGuiCol)idx;
backup.BackupValue = gp.Style.Colors[idx];
gp.ColorModifiers.push_back(backup);
gp.Style.Colors[idx] = col;
}
void PopStyleColor(int count) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(count <= gp.ColorModifiers.Size, "You can't pop more modifiers than have been pushed!");
while (count > 0)
{
ImGuiColorMod& backup = gp.ColorModifiers.back();
gp.Style.Colors[backup.Col] = backup.BackupValue;
gp.ColorModifiers.pop_back();
count--;
}
}
void PushStyleVar(ImPlotStyleVar idx, float val) {
ImPlotContext& gp = *GImPlot;
const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) {
float* pvar = (float*)var_info->GetVarPtr(&gp.Style);
gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
}
void PushStyleVar(ImPlotStyleVar idx, int val) {
ImPlotContext& gp = *GImPlot;
const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_S32 && var_info->Count == 1) {
int* pvar = (int*)var_info->GetVarPtr(&gp.Style);
gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar));
*pvar = val;
return;
}
else if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) {
float* pvar = (float*)var_info->GetVarPtr(&gp.Style);
gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar));
*pvar = (float)val;
return;
}
IM_ASSERT(0 && "Called PushStyleVar() int variant but variable is not a int!");
}
void PushStyleVar(ImPlotStyleVar idx, const ImVec2& val)
{
ImPlotContext& gp = *GImPlot;
const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
{
ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&gp.Style);
gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
}
void PopStyleVar(int count) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(count <= gp.StyleModifiers.Size, "You can't pop more modifiers than have been pushed!");
while (count > 0) {
ImGuiStyleMod& backup = gp.StyleModifiers.back();
const ImPlotStyleVarInfo* info = GetPlotStyleVarInfo(backup.VarIdx);
void* data = info->GetVarPtr(&gp.Style);
if (info->Type == ImGuiDataType_Float && info->Count == 1) {
((float*)data)[0] = backup.BackupFloat[0];
}
else if (info->Type == ImGuiDataType_Float && info->Count == 2) {
((float*)data)[0] = backup.BackupFloat[0];
((float*)data)[1] = backup.BackupFloat[1];
}
else if (info->Type == ImGuiDataType_S32 && info->Count == 1) {
((int*)data)[0] = backup.BackupInt[0];
}
gp.StyleModifiers.pop_back();
count--;
}
}
//------------------------------------------------------------------------------
// [Section] Colormaps
//------------------------------------------------------------------------------
ImPlotColormap AddColormap(const char* name, const ImVec4* colormap, int size, bool qual) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(size > 1, "The colormap size must be greater than 1!");
IM_ASSERT_USER_ERROR(gp.ColormapData.GetIndex(name) == -1, "The colormap name has already been used!");
ImVector<ImU32> buffer;
buffer.resize(size);
for (int i = 0; i < size; ++i)
buffer[i] = ImGui::ColorConvertFloat4ToU32(colormap[i]);
return gp.ColormapData.Append(name, buffer.Data, size, qual);
}
ImPlotColormap AddColormap(const char* name, const ImU32* colormap, int size, bool qual) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(size > 1, "The colormap size must be greater than 1!");
IM_ASSERT_USER_ERROR(gp.ColormapData.GetIndex(name) == -1, "The colormap name has already be used!");
return gp.ColormapData.Append(name, colormap, size, qual);
}
int GetColormapCount() {
ImPlotContext& gp = *GImPlot;
return gp.ColormapData.Count;
}
const char* GetColormapName(ImPlotColormap colormap) {
ImPlotContext& gp = *GImPlot;
return gp.ColormapData.GetName(colormap);
}
ImPlotColormap GetColormapIndex(const char* name) {
ImPlotContext& gp = *GImPlot;
return gp.ColormapData.GetIndex(name);
}
void PushColormap(ImPlotColormap colormap) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(colormap >= 0 && colormap < gp.ColormapData.Count, "The colormap index is invalid!");
gp.ColormapModifiers.push_back(gp.Style.Colormap);
gp.Style.Colormap = colormap;
}
void PushColormap(const char* name) {
ImPlotContext& gp = *GImPlot;
ImPlotColormap idx = gp.ColormapData.GetIndex(name);
IM_ASSERT_USER_ERROR(idx != -1, "The colormap name is invalid!");
PushColormap(idx);
}
void PopColormap(int count) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(count <= gp.ColormapModifiers.Size, "You can't pop more modifiers than have been pushed!");
while (count > 0) {
const ImPlotColormap& backup = gp.ColormapModifiers.back();
gp.Style.Colormap = backup;
gp.ColormapModifiers.pop_back();
count--;
}
}
ImU32 NextColormapColorU32() {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "NextColormapColor() needs to be called between BeginPlot() and EndPlot()!");
int idx = gp.CurrentItems->ColormapIdx % gp.ColormapData.GetKeyCount(gp.Style.Colormap);
ImU32 col = gp.ColormapData.GetKeyColor(gp.Style.Colormap, idx);
gp.CurrentItems->ColormapIdx++;
return col;
}
ImVec4 NextColormapColor() {
return ImGui::ColorConvertU32ToFloat4(NextColormapColorU32());
}
int GetColormapSize(ImPlotColormap cmap) {
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
return gp.ColormapData.GetKeyCount(cmap);
}
ImU32 GetColormapColorU32(int idx, ImPlotColormap cmap) {
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
idx = idx % gp.ColormapData.GetKeyCount(cmap);
return gp.ColormapData.GetKeyColor(cmap, idx);
}
ImVec4 GetColormapColor(int idx, ImPlotColormap cmap) {
return ImGui::ColorConvertU32ToFloat4(GetColormapColorU32(idx,cmap));
}
ImU32 SampleColormapU32(float t, ImPlotColormap cmap) {
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
return gp.ColormapData.LerpTable(cmap, t);
}
ImVec4 SampleColormap(float t, ImPlotColormap cmap) {
return ImGui::ColorConvertU32ToFloat4(SampleColormapU32(t,cmap));
}
void RenderColorBar(const ImU32* colors, int size, ImDrawList& DrawList, const ImRect& bounds, bool vert, bool reversed, bool continuous) {
const int n = continuous ? size - 1 : size;
ImU32 col1, col2;
if (vert) {
const float step = bounds.GetHeight() / n;
ImRect rect(bounds.Min.x, bounds.Min.y, bounds.Max.x, bounds.Min.y + step);
for (int i = 0; i < n; ++i) {
if (reversed) {
col1 = colors[size-i-1];
col2 = continuous ? colors[size-i-2] : col1;
}
else {
col1 = colors[i];
col2 = continuous ? colors[i+1] : col1;
}
DrawList.AddRectFilledMultiColor(rect.Min, rect.Max, col1, col1, col2, col2);
rect.TranslateY(step);
}
}
else {
const float step = bounds.GetWidth() / n;
ImRect rect(bounds.Min.x, bounds.Min.y, bounds.Min.x + step, bounds.Max.y);
for (int i = 0; i < n; ++i) {
if (reversed) {
col1 = colors[size-i-1];
col2 = continuous ? colors[size-i-2] : col1;
}
else {
col1 = colors[i];
col2 = continuous ? colors[i+1] : col1;
}
DrawList.AddRectFilledMultiColor(rect.Min, rect.Max, col1, col2, col2, col1);
rect.TranslateX(step);
}
}
}
void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size, const char* format, ImPlotColormapScaleFlags flags, ImPlotColormap cmap) {
ImGuiContext &G = *GImGui;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return;
const ImGuiID ID = Window->GetID(label);
ImVec2 label_size(0,0);
if (!ImHasFlag(flags, ImPlotColormapScaleFlags_NoLabel)) {
label_size = ImGui::CalcTextSize(label,nullptr,true);
}
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
ImVec2 frame_size = ImGui::CalcItemSize(size, 0, gp.Style.PlotDefaultSize.y);
if (frame_size.y < gp.Style.PlotMinSize.y && size.y < 0.0f)
frame_size.y = gp.Style.PlotMinSize.y;
ImPlotRange range(ImMin(scale_min,scale_max), ImMax(scale_min,scale_max));
gp.CTicker.Reset();
Locator_Default(gp.CTicker, range, frame_size.y, true, Formatter_Default, (void*)format);
const bool rend_label = label_size.x > 0;
const float txt_off = gp.Style.LabelPadding.x;
const float pad = txt_off + gp.CTicker.MaxSize.x + (rend_label ? txt_off + label_size.y : 0);
float bar_w = 20;
if (frame_size.x == 0)
frame_size.x = bar_w + pad + 2 * gp.Style.PlotPadding.x;
else {
bar_w = frame_size.x - (pad + 2 * gp.Style.PlotPadding.x);
if (bar_w < gp.Style.MajorTickLen.y)
bar_w = gp.Style.MajorTickLen.y;
}
ImDrawList &DrawList = *Window->DrawList;
ImRect bb_frame = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size);
ImGui::ItemSize(bb_frame);
if (!ImGui::ItemAdd(bb_frame, ID, &bb_frame))
return;
ImGui::RenderFrame(bb_frame.Min, bb_frame.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, G.Style.FrameRounding);
const bool opposite = ImHasFlag(flags, ImPlotColormapScaleFlags_Opposite);
const bool inverted = ImHasFlag(flags, ImPlotColormapScaleFlags_Invert);
const bool reversed = scale_min > scale_max;
float bb_grad_shift = opposite ? pad : 0;
ImRect bb_grad(bb_frame.Min + gp.Style.PlotPadding + ImVec2(bb_grad_shift, 0),
bb_frame.Min + ImVec2(bar_w + gp.Style.PlotPadding.x + bb_grad_shift,
frame_size.y - gp.Style.PlotPadding.y));
ImGui::PushClipRect(bb_frame.Min, bb_frame.Max, true);
const ImU32 col_text = ImGui::GetColorU32(ImGuiCol_Text);
const bool invert_scale = inverted ? (reversed ? false : true) : (reversed ? true : false);
const float y_min = invert_scale ? bb_grad.Max.y : bb_grad.Min.y;
const float y_max = invert_scale ? bb_grad.Min.y : bb_grad.Max.y;
RenderColorBar(gp.ColormapData.GetKeys(cmap), gp.ColormapData.GetKeyCount(cmap), DrawList, bb_grad, true, !inverted, !gp.ColormapData.IsQual(cmap));
for (int i = 0; i < gp.CTicker.TickCount(); ++i) {
const double y_pos_plt = gp.CTicker.Ticks[i].PlotPos;
const float y_pos = ImRemap((float)y_pos_plt, (float)range.Max, (float)range.Min, y_min, y_max);
const float tick_width = gp.CTicker.Ticks[i].Major ? gp.Style.MajorTickLen.y : gp.Style.MinorTickLen.y;
const float tick_thick = gp.CTicker.Ticks[i].Major ? gp.Style.MajorTickSize.y : gp.Style.MinorTickSize.y;
const float tick_t = (float)((y_pos_plt - scale_min) / (scale_max - scale_min));
const ImU32 tick_col = CalcTextColor(gp.ColormapData.LerpTable(cmap,tick_t));
if (y_pos < bb_grad.Max.y - 2 && y_pos > bb_grad.Min.y + 2) {
DrawList.AddLine(opposite ? ImVec2(bb_grad.Min.x+1, y_pos) : ImVec2(bb_grad.Max.x-1, y_pos),
opposite ? ImVec2(bb_grad.Min.x + tick_width, y_pos) : ImVec2(bb_grad.Max.x - tick_width, y_pos),
tick_col,
tick_thick);
}
const float txt_x = opposite ? bb_grad.Min.x - txt_off - gp.CTicker.Ticks[i].LabelSize.x : bb_grad.Max.x + txt_off;
const float txt_y = y_pos - gp.CTicker.Ticks[i].LabelSize.y * 0.5f;
DrawList.AddText(ImVec2(txt_x, txt_y), col_text, gp.CTicker.GetText(i));
}
if (rend_label) {
const float pos_x = opposite ? bb_frame.Min.x + gp.Style.PlotPadding.x : bb_grad.Max.x + 2 * txt_off + gp.CTicker.MaxSize.x;
const float pos_y = bb_grad.GetCenter().y + label_size.x * 0.5f;
const char* label_end = ImGui::FindRenderedTextEnd(label);
AddTextVertical(&DrawList,ImVec2(pos_x,pos_y),col_text,label,label_end);
}
DrawList.AddRect(bb_grad.Min, bb_grad.Max, GetStyleColorU32(ImPlotCol_PlotBorder));
ImGui::PopClipRect();
}
bool ColormapSlider(const char* label, float* t, ImVec4* out, const char* format, ImPlotColormap cmap) {
*t = ImClamp(*t,0.0f,1.0f);
ImGuiContext &G = *GImGui;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return false;
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
const ImU32* keys = gp.ColormapData.GetKeys(cmap);
const int count = gp.ColormapData.GetKeyCount(cmap);
const bool qual = gp.ColormapData.IsQual(cmap);
const ImVec2 pos = ImGui::GetCurrentWindow()->DC.CursorPos;
const float w = ImGui::CalcItemWidth();
const float h = ImGui::GetFrameHeight();
const ImRect rect = ImRect(pos.x,pos.y,pos.x+w,pos.y+h);
RenderColorBar(keys,count,*ImGui::GetWindowDrawList(),rect,false,false,!qual);
const ImU32 grab = CalcTextColor(gp.ColormapData.LerpTable(cmap,*t));
// const ImU32 text = CalcTextColor(gp.ColormapData.LerpTable(cmap,0.5f));
ImGui::PushStyleColor(ImGuiCol_FrameBg,IM_COL32_BLACK_TRANS);
ImGui::PushStyleColor(ImGuiCol_FrameBgActive,IM_COL32_BLACK_TRANS);
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered,ImVec4(1,1,1,0.1f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab,grab);
ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, grab);
ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize,2);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding,0);
const bool changed = ImGui::SliderFloat(label,t,0,1,format);
ImGui::PopStyleColor(5);
ImGui::PopStyleVar(2);
if (out != nullptr)
*out = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.LerpTable(cmap,*t));
return changed;
}
bool ColormapButton(const char* label, const ImVec2& size_arg, ImPlotColormap cmap) {
ImGuiContext &G = *GImGui;
const ImGuiStyle& style = G.Style;
ImGuiWindow * Window = G.CurrentWindow;
if (Window->SkipItems)
return false;
ImPlotContext& gp = *GImPlot;
cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap;
IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!");
const ImU32* keys = gp.ColormapData.GetKeys(cmap);
const int count = gp.ColormapData.GetKeyCount(cmap);
const bool qual = gp.ColormapData.IsQual(cmap);
const ImVec2 pos = ImGui::GetCurrentWindow()->DC.CursorPos;
const ImVec2 label_size = ImGui::CalcTextSize(label, nullptr, true);
ImVec2 size = ImGui::CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
const ImRect rect = ImRect(pos.x,pos.y,pos.x+size.x,pos.y+size.y);
RenderColorBar(keys,count,*ImGui::GetWindowDrawList(),rect,false,false,!qual);
const ImU32 text = CalcTextColor(gp.ColormapData.LerpTable(cmap,G.Style.ButtonTextAlign.x));
ImGui::PushStyleColor(ImGuiCol_Button,IM_COL32_BLACK_TRANS);
ImGui::PushStyleColor(ImGuiCol_ButtonHovered,ImVec4(1,1,1,0.1f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive,ImVec4(1,1,1,0.2f));
ImGui::PushStyleColor(ImGuiCol_Text,text);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding,0);
const bool pressed = ImGui::Button(label,size);
ImGui::PopStyleColor(4);
ImGui::PopStyleVar(1);
return pressed;
}
//-----------------------------------------------------------------------------
// [Section] Miscellaneous
//-----------------------------------------------------------------------------
ImPlotInputMap& GetInputMap() {
IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?");
ImPlotContext& gp = *GImPlot;
return gp.InputMap;
}
void MapInputDefault(ImPlotInputMap* dst) {
ImPlotInputMap& map = dst ? *dst : GetInputMap();
map.Pan = ImGuiMouseButton_Left;
map.PanMod = ImGuiMod_None;
map.Fit = ImGuiMouseButton_Left;
map.Menu = ImGuiMouseButton_Right;
map.Select = ImGuiMouseButton_Right;
map.SelectMod = ImGuiMod_None;
map.SelectCancel = ImGuiMouseButton_Left;
map.SelectHorzMod = ImGuiMod_Alt;
map.SelectVertMod = ImGuiMod_Shift;
map.OverrideMod = ImGuiMod_Ctrl;
map.ZoomMod = ImGuiMod_None;
map.ZoomRate = 0.1f;
}
void MapInputReverse(ImPlotInputMap* dst) {
ImPlotInputMap& map = dst ? *dst : GetInputMap();
map.Pan = ImGuiMouseButton_Right;
map.PanMod = ImGuiMod_None;
map.Fit = ImGuiMouseButton_Left;
map.Menu = ImGuiMouseButton_Right;
map.Select = ImGuiMouseButton_Left;
map.SelectMod = ImGuiMod_None;
map.SelectCancel = ImGuiMouseButton_Right;
map.SelectHorzMod = ImGuiMod_Alt;
map.SelectVertMod = ImGuiMod_Shift;
map.OverrideMod = ImGuiMod_Ctrl;
map.ZoomMod = ImGuiMod_None;
map.ZoomRate = 0.1f;
}
//-----------------------------------------------------------------------------
// [Section] Miscellaneous
//-----------------------------------------------------------------------------
void ItemIcon(const ImVec4& col) {
ItemIcon(ImGui::ColorConvertFloat4ToU32(col));
}
void ItemIcon(ImU32 col) {
const float txt_size = ImGui::GetTextLineHeight();
ImVec2 size(txt_size-4,txt_size);
ImGuiWindow* window = ImGui::GetCurrentWindow();
ImVec2 pos = window->DC.CursorPos;
ImGui::GetWindowDrawList()->AddRectFilled(pos + ImVec2(0,2), pos + size - ImVec2(0,2), col);
ImGui::Dummy(size);
}
void ColormapIcon(ImPlotColormap cmap) {
ImPlotContext& gp = *GImPlot;
const float txt_size = ImGui::GetTextLineHeight();
ImVec2 size(txt_size-4,txt_size);
ImGuiWindow* window = ImGui::GetCurrentWindow();
ImVec2 pos = window->DC.CursorPos;
ImRect rect(pos+ImVec2(0,2),pos+size-ImVec2(0,2));
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
RenderColorBar(gp.ColormapData.GetKeys(cmap),gp.ColormapData.GetKeyCount(cmap),DrawList,rect,false,false,!gp.ColormapData.IsQual(cmap));
ImGui::Dummy(size);
}
ImDrawList* GetPlotDrawList() {
return ImGui::GetWindowDrawList();
}
void PushPlotClipRect(float expand) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PushPlotClipRect() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
ImRect rect = gp.CurrentPlot->PlotRect;
rect.Expand(expand);
ImGui::PushClipRect(rect.Min, rect.Max, true);
}
void PopPlotClipRect() {
SetupLock();
ImGui::PopClipRect();
}
static void HelpMarker(const char* desc) {
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
bool ShowStyleSelector(const char* label)
{
static int style_idx = -1;
if (ImGui::Combo(label, &style_idx, "Auto\0Classic\0Dark\0Light\0"))
{
switch (style_idx)
{
case 0: StyleColorsAuto(); break;
case 1: StyleColorsClassic(); break;
case 2: StyleColorsDark(); break;
case 3: StyleColorsLight(); break;
}
return true;
}
return false;
}
bool ShowColormapSelector(const char* label) {
ImPlotContext& gp = *GImPlot;
bool set = false;
if (ImGui::BeginCombo(label, gp.ColormapData.GetName(gp.Style.Colormap))) {
for (int i = 0; i < gp.ColormapData.Count; ++i) {
const char* name = gp.ColormapData.GetName(i);
if (ImGui::Selectable(name, gp.Style.Colormap == i)) {
gp.Style.Colormap = i;
ImPlot::BustItemCache();
set = true;
}
}
ImGui::EndCombo();
}
return set;
}
bool ShowInputMapSelector(const char* label) {
static int map_idx = -1;
if (ImGui::Combo(label, &map_idx, "Default\0Reversed\0"))
{
switch (map_idx)
{
case 0: MapInputDefault(); break;
case 1: MapInputReverse(); break;
}
return true;
}
return false;
}
void ShowStyleEditor(ImPlotStyle* ref) {
ImPlotContext& gp = *GImPlot;
ImPlotStyle& style = GetStyle();
static ImPlotStyle ref_saved_style;
// Default to using internal storage as reference
static bool init = true;
if (init && ref == nullptr)
ref_saved_style = style;
init = false;
if (ref == nullptr)
ref = &ref_saved_style;
if (ImPlot::ShowStyleSelector("Colors##Selector"))
ref_saved_style = style;
// Save/Revert button
if (ImGui::Button("Save Ref"))
*ref = ref_saved_style = style;
ImGui::SameLine();
if (ImGui::Button("Revert Ref"))
style = *ref;
ImGui::SameLine();
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
"Use \"Export\" below to save them somewhere.");
if (ImGui::BeginTabBar("##StyleEditor")) {
if (ImGui::BeginTabItem("Variables")) {
ImGui::Text("Item Styling");
ImGui::SliderFloat("LineWeight", &style.LineWeight, 0.0f, 5.0f, "%.1f");
ImGui::SliderFloat("MarkerSize", &style.MarkerSize, 2.0f, 10.0f, "%.1f");
ImGui::SliderFloat("MarkerWeight", &style.MarkerWeight, 0.0f, 5.0f, "%.1f");
ImGui::SliderFloat("FillAlpha", &style.FillAlpha, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat("ErrorBarSize", &style.ErrorBarSize, 0.0f, 10.0f, "%.1f");
ImGui::SliderFloat("ErrorBarWeight", &style.ErrorBarWeight, 0.0f, 5.0f, "%.1f");
ImGui::SliderFloat("DigitalBitHeight", &style.DigitalBitHeight, 0.0f, 20.0f, "%.1f");
ImGui::SliderFloat("DigitalBitGap", &style.DigitalBitGap, 0.0f, 20.0f, "%.1f");
ImGui::Text("Plot Styling");
ImGui::SliderFloat("PlotBorderSize", &style.PlotBorderSize, 0.0f, 2.0f, "%.0f");
ImGui::SliderFloat("MinorAlpha", &style.MinorAlpha, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat2("MajorTickLen", (float*)&style.MajorTickLen, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("MinorTickLen", (float*)&style.MinorTickLen, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("MajorTickSize", (float*)&style.MajorTickSize, 0.0f, 2.0f, "%.1f");
ImGui::SliderFloat2("MinorTickSize", (float*)&style.MinorTickSize, 0.0f, 2.0f, "%.1f");
ImGui::SliderFloat2("MajorGridSize", (float*)&style.MajorGridSize, 0.0f, 2.0f, "%.1f");
ImGui::SliderFloat2("MinorGridSize", (float*)&style.MinorGridSize, 0.0f, 2.0f, "%.1f");
ImGui::SliderFloat2("PlotDefaultSize", (float*)&style.PlotDefaultSize, 0.0f, 1000, "%.0f");
ImGui::SliderFloat2("PlotMinSize", (float*)&style.PlotMinSize, 0.0f, 300, "%.0f");
ImGui::Text("Plot Padding");
ImGui::SliderFloat2("PlotPadding", (float*)&style.PlotPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("LabelPadding", (float*)&style.LabelPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("LegendPadding", (float*)&style.LegendPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("LegendInnerPadding", (float*)&style.LegendInnerPadding, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat2("LegendSpacing", (float*)&style.LegendSpacing, 0.0f, 5.0f, "%.0f");
ImGui::SliderFloat2("MousePosPadding", (float*)&style.MousePosPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("AnnotationPadding", (float*)&style.AnnotationPadding, 0.0f, 5.0f, "%.0f");
ImGui::SliderFloat2("FitPadding", (float*)&style.FitPadding, 0, 0.2f, "%.2f");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Colors")) {
static int output_dest = 0;
static bool output_only_modified = false;
if (ImGui::Button("Export", ImVec2(75,0))) {
if (output_dest == 0)
ImGui::LogToClipboard();
else
ImGui::LogToTTY();
ImGui::LogText("ImVec4* colors = ImPlot::GetStyle().Colors;\n");
for (int i = 0; i < ImPlotCol_COUNT; i++) {
const ImVec4& col = style.Colors[i];
const char* name = ImPlot::GetStyleColorName(i);
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) {
if (IsColorAuto(i))
ImGui::LogText("colors[ImPlotCol_%s]%*s= IMPLOT_AUTO_COL;\n",name,14 - (int)strlen(name), "");
else
ImGui::LogText("colors[ImPlotCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\n",
name, 14 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
}
ImGui::LogFinish();
}
ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
static ImGuiTextFilter filter;
filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
static ImGuiColorEditFlags alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf;
if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
HelpMarker(
"In the color list:\n"
"Left-click on colored square to open color picker,\n"
"Right-click to open edit options menu.");
ImGui::Separator();
ImGui::PushItemWidth(-160);
for (int i = 0; i < ImPlotCol_COUNT; i++) {
const char* name = ImPlot::GetStyleColorName(i);
if (!filter.PassFilter(name))
continue;
ImGui::PushID(i);
ImVec4 temp = GetStyleColorVec4(i);
const bool is_auto = IsColorAuto(i);
if (!is_auto)
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.25f);
if (ImGui::Button("Auto")) {
if (is_auto)
style.Colors[i] = temp;
else
style.Colors[i] = IMPLOT_AUTO_COL;
BustItemCache();
}
if (!is_auto)
ImGui::PopStyleVar();
ImGui::SameLine();
if (ImGui::ColorEdit4(name, &temp.x, ImGuiColorEditFlags_NoInputs | alpha_flags)) {
style.Colors[i] = temp;
BustItemCache();
}
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) {
ImGui::SameLine(175); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
ImGui::SameLine(); if (ImGui::Button("Revert")) {
style.Colors[i] = ref->Colors[i];
BustItemCache();
}
}
ImGui::PopID();
}
ImGui::PopItemWidth();
ImGui::Separator();
ImGui::Text("Colors that are set to Auto (i.e. IMPLOT_AUTO_COL) will\n"
"be automatically deduced from your ImGui style or the\n"
"current ImPlot Colormap. If you want to style individual\n"
"plot items, use Push/PopStyleColor around its function.");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Colormaps")) {
static int output_dest = 0;
if (ImGui::Button("Export", ImVec2(75,0))) {
if (output_dest == 0)
ImGui::LogToClipboard();
else
ImGui::LogToTTY();
int size = GetColormapSize();
const char* name = GetColormapName(gp.Style.Colormap);
ImGui::LogText("static const ImU32 %s_Data[%d] = {\n", name, size);
for (int i = 0; i < size; ++i) {
ImU32 col = GetColormapColorU32(i,gp.Style.Colormap);
ImGui::LogText(" %u%s\n", col, i == size - 1 ? "" : ",");
}
ImGui::LogText("};\nImPlotColormap %s = ImPlot::AddColormap(\"%s\", %s_Data, %d);", name, name, name, size);
ImGui::LogFinish();
}
ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
ImGui::SameLine();
static bool edit = false;
ImGui::Checkbox("Edit Mode",&edit);
// built-in/added
ImGui::Separator();
for (int i = 0; i < gp.ColormapData.Count; ++i) {
ImGui::PushID(i);
int size = gp.ColormapData.GetKeyCount(i);
bool selected = i == gp.Style.Colormap;
const char* name = GetColormapName(i);
if (!selected)
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.25f);
if (ImGui::Button(name, ImVec2(100,0))) {
gp.Style.Colormap = i;
BustItemCache();
}
if (!selected)
ImGui::PopStyleVar();
ImGui::SameLine();
ImGui::BeginGroup();
if (edit) {
for (int c = 0; c < size; ++c) {
ImGui::PushID(c);
ImVec4 col4 = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.GetKeyColor(i,c));
if (ImGui::ColorEdit4("",&col4.x,ImGuiColorEditFlags_NoInputs)) {
ImU32 col32 = ImGui::ColorConvertFloat4ToU32(col4);
gp.ColormapData.SetKeyColor(i,c,col32);
BustItemCache();
}
if ((c + 1) % 12 != 0 && c != size -1)
ImGui::SameLine();
ImGui::PopID();
}
}
else {
if (ImPlot::ColormapButton("##",ImVec2(-1,0),i))
edit = true;
}
ImGui::EndGroup();
ImGui::PopID();
}
static ImVector<ImVec4> custom;
if (custom.Size == 0) {
custom.push_back(ImVec4(1,0,0,1));
custom.push_back(ImVec4(0,1,0,1));
custom.push_back(ImVec4(0,0,1,1));
}
ImGui::Separator();
ImGui::BeginGroup();
static char name[16] = "MyColormap";
if (ImGui::Button("+", ImVec2((100 - ImGui::GetStyle().ItemSpacing.x)/2,0)))
custom.push_back(ImVec4(0,0,0,1));
ImGui::SameLine();
if (ImGui::Button("-", ImVec2((100 - ImGui::GetStyle().ItemSpacing.x)/2,0)) && custom.Size > 2)
custom.pop_back();
ImGui::SetNextItemWidth(100);
ImGui::InputText("##Name",name,16,ImGuiInputTextFlags_CharsNoBlank);
static bool qual = true;
ImGui::Checkbox("Qualitative",&qual);
if (ImGui::Button("Add", ImVec2(100, 0)) && gp.ColormapData.GetIndex(name)==-1)
AddColormap(name,custom.Data,custom.Size,qual);
ImGui::EndGroup();
ImGui::SameLine();
ImGui::BeginGroup();
for (int c = 0; c < custom.Size; ++c) {
ImGui::PushID(c);
if (ImGui::ColorEdit4("##Col1", &custom[c].x, ImGuiColorEditFlags_NoInputs)) {
}
if ((c + 1) % 12 != 0)
ImGui::SameLine();
ImGui::PopID();
}
ImGui::EndGroup();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void ShowUserGuide() {
ImGui::BulletText("Left-click drag within the plot area to pan X and Y axes.");
ImGui::Indent();
ImGui::BulletText("Left-click drag on axis labels to pan an individual axis.");
ImGui::Unindent();
ImGui::BulletText("Scroll in the plot area to zoom both X any Y axes.");
ImGui::Indent();
ImGui::BulletText("Scroll on axis labels to zoom an individual axis.");
ImGui::Unindent();
ImGui::BulletText("Right-click drag to box select data.");
ImGui::Indent();
ImGui::BulletText("Hold Alt to expand box selection horizontally.");
ImGui::BulletText("Hold Shift to expand box selection vertically.");
ImGui::BulletText("Left-click while box selecting to cancel the selection.");
ImGui::Unindent();
ImGui::BulletText("Double left-click to fit all visible data.");
ImGui::Indent();
ImGui::BulletText("Double left-click axis labels to fit the individual axis.");
ImGui::Unindent();
ImGui::BulletText("Right-click open the full plot context menu.");
ImGui::Indent();
ImGui::BulletText("Right-click axis labels to open an individual axis context menu.");
ImGui::Unindent();
ImGui::BulletText("Click legend label icons to show/hide plot items.");
}
void ShowTicksMetrics(const ImPlotTicker& ticker) {
ImGui::BulletText("Size: %d", ticker.TickCount());
ImGui::BulletText("MaxSize: [%f,%f]", ticker.MaxSize.x, ticker.MaxSize.y);
}
void ShowAxisMetrics(const ImPlotPlot& plot, const ImPlotAxis& axis) {
ImGui::BulletText("Label: %s", axis.LabelOffset == -1 ? "[none]" : plot.GetAxisLabel(axis));
ImGui::BulletText("Flags: 0x%08X", axis.Flags);
ImGui::BulletText("Range: [%f,%f]",axis.Range.Min, axis.Range.Max);
ImGui::BulletText("Pixels: %f", axis.PixelSize());
ImGui::BulletText("Aspect: %f", axis.GetAspect());
ImGui::BulletText(axis.OrthoAxis == nullptr ? "OrtherAxis: NULL" : "OrthoAxis: 0x%08X", axis.OrthoAxis->ID);
ImGui::BulletText("LinkedMin: %p", (void*)axis.LinkedMin);
ImGui::BulletText("LinkedMax: %p", (void*)axis.LinkedMax);
ImGui::BulletText("HasRange: %s", axis.HasRange ? "true" : "false");
ImGui::BulletText("Hovered: %s", axis.Hovered ? "true" : "false");
ImGui::BulletText("Held: %s", axis.Held ? "true" : "false");
if (ImGui::TreeNode("Transform")) {
ImGui::BulletText("PixelMin: %f", axis.PixelMin);
ImGui::BulletText("PixelMax: %f", axis.PixelMax);
ImGui::BulletText("ScaleToPixel: %f", axis.ScaleToPixel);
ImGui::BulletText("ScaleMax: %f", axis.ScaleMax);
ImGui::TreePop();
}
if (ImGui::TreeNode("Ticks")) {
ShowTicksMetrics(axis.Ticker);
ImGui::TreePop();
}
}
void ShowMetricsWindow(bool* p_popen) {
static bool show_plot_rects = false;
static bool show_axes_rects = false;
static bool show_axis_rects = false;
static bool show_canvas_rects = false;
static bool show_frame_rects = false;
static bool show_subplot_frame_rects = false;
static bool show_subplot_grid_rects = false;
static bool show_legend_rects = false;
ImDrawList& fg = *ImGui::GetForegroundDrawList();
ImPlotContext& gp = *GImPlot;
// ImGuiContext& g = *GImGui;
ImGuiIO& io = ImGui::GetIO();
ImGui::Begin("ImPlot Metrics", p_popen);
ImGui::Text("ImPlot " IMPLOT_VERSION);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::Text("Mouse Position: [%.0f,%.0f]", io.MousePos.x, io.MousePos.y);
ImGui::Separator();
if (ImGui::TreeNode("Tools")) {
if (ImGui::Button("Bust Plot Cache"))
BustPlotCache();
ImGui::SameLine();
if (ImGui::Button("Bust Item Cache"))
BustItemCache();
ImGui::Checkbox("Show Frame Rects", &show_frame_rects);
ImGui::Checkbox("Show Canvas Rects",&show_canvas_rects);
ImGui::Checkbox("Show Plot Rects", &show_plot_rects);
ImGui::Checkbox("Show Axes Rects", &show_axes_rects);
ImGui::Checkbox("Show Axis Rects", &show_axis_rects);
ImGui::Checkbox("Show Subplot Frame Rects", &show_subplot_frame_rects);
ImGui::Checkbox("Show Subplot Grid Rects", &show_subplot_grid_rects);
ImGui::Checkbox("Show Legend Rects", &show_legend_rects);
ImGui::TreePop();
}
const int n_plots = gp.Plots.GetBufSize();
const int n_subplots = gp.Subplots.GetBufSize();
// render rects
for (int p = 0; p < n_plots; ++p) {
ImPlotPlot* plot = gp.Plots.GetByIndex(p);
if (show_frame_rects)
fg.AddRect(plot->FrameRect.Min, plot->FrameRect.Max, IM_COL32(255,0,255,255));
if (show_canvas_rects)
fg.AddRect(plot->CanvasRect.Min, plot->CanvasRect.Max, IM_COL32(0,255,255,255));
if (show_plot_rects)
fg.AddRect(plot->PlotRect.Min, plot->PlotRect.Max, IM_COL32(255,255,0,255));
if (show_axes_rects)
fg.AddRect(plot->AxesRect.Min, plot->AxesRect.Max, IM_COL32(0,255,128,255));
if (show_axis_rects) {
for (int i = 0; i < ImAxis_COUNT; ++i) {
if (plot->Axes[i].Enabled)
fg.AddRect(plot->Axes[i].HoverRect.Min, plot->Axes[i].HoverRect.Max, IM_COL32(0,255,0,255));
}
}
if (show_legend_rects && plot->Items.GetLegendCount() > 0) {
fg.AddRect(plot->Items.Legend.Rect.Min, plot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255));
fg.AddRect(plot->Items.Legend.RectClamped.Min, plot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255));
}
}
for (int p = 0; p < n_subplots; ++p) {
ImPlotSubplot* subplot = gp.Subplots.GetByIndex(p);
if (show_subplot_frame_rects)
fg.AddRect(subplot->FrameRect.Min, subplot->FrameRect.Max, IM_COL32(255,0,0,255));
if (show_subplot_grid_rects)
fg.AddRect(subplot->GridRect.Min, subplot->GridRect.Max, IM_COL32(0,0,255,255));
if (show_legend_rects && subplot->Items.GetLegendCount() > 0) {
fg.AddRect(subplot->Items.Legend.Rect.Min, subplot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255));
fg.AddRect(subplot->Items.Legend.RectClamped.Min, subplot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255));
}
}
if (ImGui::TreeNode("Plots","Plots (%d)", n_plots)) {
for (int p = 0; p < n_plots; ++p) {
// plot
ImPlotPlot& plot = *gp.Plots.GetByIndex(p);
ImGui::PushID(p);
if (ImGui::TreeNode("Plot", "Plot [0x%08X]", plot.ID)) {
int n_items = plot.Items.GetItemCount();
if (ImGui::TreeNode("Items", "Items (%d)", n_items)) {
for (int i = 0; i < n_items; ++i) {
ImPlotItem* item = plot.Items.GetItemByIndex(i);
ImGui::PushID(i);
if (ImGui::TreeNode("Item", "Item [0x%08X]", item->ID)) {
ImGui::Bullet(); ImGui::Checkbox("Show", &item->Show);
ImGui::Bullet();
ImVec4 temp = ImGui::ColorConvertU32ToFloat4(item->Color);
if (ImGui::ColorEdit4("Color",&temp.x, ImGuiColorEditFlags_NoInputs))
item->Color = ImGui::ColorConvertFloat4ToU32(temp);
ImGui::BulletText("NameOffset: %d",item->NameOffset);
ImGui::BulletText("Name: %s", item->NameOffset != -1 ? plot.Items.Legend.Labels.Buf.Data + item->NameOffset : "N/A");
ImGui::BulletText("Hovered: %s",item->LegendHovered ? "true" : "false");
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
char buff[16];
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
ImFormatString(buff,16,"X-Axis %d", i+1);
if (plot.XAxis(i).Enabled && ImGui::TreeNode(buff, "X-Axis %d [0x%08X]", i+1, plot.XAxis(i).ID)) {
ShowAxisMetrics(plot, plot.XAxis(i));
ImGui::TreePop();
}
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
ImFormatString(buff,16,"Y-Axis %d", i+1);
if (plot.YAxis(i).Enabled && ImGui::TreeNode(buff, "Y-Axis %d [0x%08X]", i+1, plot.YAxis(i).ID)) {
ShowAxisMetrics(plot, plot.YAxis(i));
ImGui::TreePop();
}
}
ImGui::BulletText("Title: %s", plot.HasTitle() ? plot.GetTitle() : "none");
ImGui::BulletText("Flags: 0x%08X", plot.Flags);
ImGui::BulletText("Initialized: %s", plot.Initialized ? "true" : "false");
ImGui::BulletText("Selecting: %s", plot.Selecting ? "true" : "false");
ImGui::BulletText("Selected: %s", plot.Selected ? "true" : "false");
ImGui::BulletText("Hovered: %s", plot.Hovered ? "true" : "false");
ImGui::BulletText("Held: %s", plot.Held ? "true" : "false");
ImGui::BulletText("LegendHovered: %s", plot.Items.Legend.Hovered ? "true" : "false");
ImGui::BulletText("ContextLocked: %s", plot.ContextLocked ? "true" : "false");
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Subplots","Subplots (%d)", n_subplots)) {
for (int p = 0; p < n_subplots; ++p) {
// plot
ImPlotSubplot& plot = *gp.Subplots.GetByIndex(p);
ImGui::PushID(p);
if (ImGui::TreeNode("Subplot", "Subplot [0x%08X]", plot.ID)) {
int n_items = plot.Items.GetItemCount();
if (ImGui::TreeNode("Items", "Items (%d)", n_items)) {
for (int i = 0; i < n_items; ++i) {
ImPlotItem* item = plot.Items.GetItemByIndex(i);
ImGui::PushID(i);
if (ImGui::TreeNode("Item", "Item [0x%08X]", item->ID)) {
ImGui::Bullet(); ImGui::Checkbox("Show", &item->Show);
ImGui::Bullet();
ImVec4 temp = ImGui::ColorConvertU32ToFloat4(item->Color);
if (ImGui::ColorEdit4("Color",&temp.x, ImGuiColorEditFlags_NoInputs))
item->Color = ImGui::ColorConvertFloat4ToU32(temp);
ImGui::BulletText("NameOffset: %d",item->NameOffset);
ImGui::BulletText("Name: %s", item->NameOffset != -1 ? plot.Items.Legend.Labels.Buf.Data + item->NameOffset : "N/A");
ImGui::BulletText("Hovered: %s",item->LegendHovered ? "true" : "false");
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
ImGui::BulletText("Flags: 0x%08X", plot.Flags);
ImGui::BulletText("FrameHovered: %s", plot.FrameHovered ? "true" : "false");
ImGui::BulletText("LegendHovered: %s", plot.Items.Legend.Hovered ? "true" : "false");
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Colormaps")) {
ImGui::BulletText("Colormaps: %d", gp.ColormapData.Count);
ImGui::BulletText("Memory: %d bytes", gp.ColormapData.Tables.Size * 4);
if (ImGui::TreeNode("Data")) {
for (int m = 0; m < gp.ColormapData.Count; ++m) {
if (ImGui::TreeNode(gp.ColormapData.GetName(m))) {
int count = gp.ColormapData.GetKeyCount(m);
int size = gp.ColormapData.GetTableSize(m);
bool qual = gp.ColormapData.IsQual(m);
ImGui::BulletText("Qualitative: %s", qual ? "true" : "false");
ImGui::BulletText("Key Count: %d", count);
ImGui::BulletText("Table Size: %d", size);
ImGui::Indent();
static float t = 0.5;
ImVec4 samp;
float wid = 32 * 10 - ImGui::GetFrameHeight() - ImGui::GetStyle().ItemSpacing.x;
ImGui::SetNextItemWidth(wid);
ImPlot::ColormapSlider("##Sample",&t,&samp,"%.3f",m);
ImGui::SameLine();
ImGui::ColorButton("Sampler",samp);
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0,0,0,0));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
for (int c = 0; c < size; ++c) {
ImVec4 col = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.GetTableColor(m,c));
ImGui::PushID(m*1000+c);
ImGui::ColorButton("",col,0,ImVec2(10,10));
ImGui::PopID();
if ((c + 1) % 32 != 0 && c != size - 1)
ImGui::SameLine();
}
ImGui::PopStyleVar();
ImGui::PopStyleColor();
ImGui::Unindent();
ImGui::TreePop();
}
}
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::End();
}
bool ShowDatePicker(const char* id, int* level, ImPlotTime* t, const ImPlotTime* t1, const ImPlotTime* t2) {
ImGui::PushID(id);
ImGui::BeginGroup();
ImGuiStyle& style = ImGui::GetStyle();
ImVec4 col_txt = style.Colors[ImGuiCol_Text];
ImVec4 col_dis = style.Colors[ImGuiCol_TextDisabled];
ImVec4 col_btn = style.Colors[ImGuiCol_Button];
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0,0,0,0));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
const float ht = ImGui::GetFrameHeight();
ImVec2 cell_size(ht*1.25f,ht);
char buff[32];
bool clk = false;
tm& Tm = GImPlot->Tm;
const int min_yr = 1970;
const int max_yr = 2999;
// t1 parts
int t1_mo = 0; int t1_md = 0; int t1_yr = 0;
if (t1 != nullptr) {
GetTime(*t1,&Tm);
t1_mo = Tm.tm_mon;
t1_md = Tm.tm_mday;
t1_yr = Tm.tm_year + 1900;
}
// t2 parts
int t2_mo = 0; int t2_md = 0; int t2_yr = 0;
if (t2 != nullptr) {
GetTime(*t2,&Tm);
t2_mo = Tm.tm_mon;
t2_md = Tm.tm_mday;
t2_yr = Tm.tm_year + 1900;
}
// day widget
if (*level == 0) {
*t = FloorTime(*t, ImPlotTimeUnit_Day);
GetTime(*t, &Tm);
const int this_year = Tm.tm_year + 1900;
const int last_year = this_year - 1;
const int next_year = this_year + 1;
const int this_mon = Tm.tm_mon;
const int last_mon = this_mon == 0 ? 11 : this_mon - 1;
const int next_mon = this_mon == 11 ? 0 : this_mon + 1;
const int days_this_mo = GetDaysInMonth(this_year, this_mon);
const int days_last_mo = GetDaysInMonth(this_mon == 0 ? last_year : this_year, last_mon);
ImPlotTime t_first_mo = FloorTime(*t,ImPlotTimeUnit_Mo);
GetTime(t_first_mo,&Tm);
const int first_wd = Tm.tm_wday;
// month year
ImFormatString(buff, 32, "%s %d", MONTH_NAMES[this_mon], this_year);
if (ImGui::Button(buff))
*level = 1;
ImGui::SameLine(5*cell_size.x);
BeginDisabledControls(this_year <= min_yr && this_mon == 0);
if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size))
*t = AddTime(*t, ImPlotTimeUnit_Mo, -1);
EndDisabledControls(this_year <= min_yr && this_mon == 0);
ImGui::SameLine();
BeginDisabledControls(this_year >= max_yr && this_mon == 11);
if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size))
*t = AddTime(*t, ImPlotTimeUnit_Mo, 1);
EndDisabledControls(this_year >= max_yr && this_mon == 11);
// render weekday abbreviations
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
for (int i = 0; i < 7; ++i) {
ImGui::Button(WD_ABRVS[i],cell_size);
if (i != 6) { ImGui::SameLine(); }
}
ImGui::PopItemFlag();
// 0 = last mo, 1 = this mo, 2 = next mo
int mo = first_wd > 0 ? 0 : 1;
int day = mo == 1 ? 1 : days_last_mo - first_wd + 1;
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 7; ++j) {
if (mo == 0 && day > days_last_mo) {
mo = 1;
day = 1;
}
else if (mo == 1 && day > days_this_mo) {
mo = 2;
day = 1;
}
const int now_yr = (mo == 0 && this_mon == 0) ? last_year : ((mo == 2 && this_mon == 11) ? next_year : this_year);
const int now_mo = mo == 0 ? last_mon : (mo == 1 ? this_mon : next_mon);
const int now_md = day;
const bool off_mo = mo == 0 || mo == 2;
const bool t1_or_t2 = (t1 != nullptr && t1_mo == now_mo && t1_yr == now_yr && t1_md == now_md) ||
(t2 != nullptr && t2_mo == now_mo && t2_yr == now_yr && t2_md == now_md);
if (off_mo)
ImGui::PushStyleColor(ImGuiCol_Text, col_dis);
if (t1_or_t2) {
ImGui::PushStyleColor(ImGuiCol_Button, col_btn);
ImGui::PushStyleColor(ImGuiCol_Text, col_txt);
}
ImGui::PushID(i*7+j);
ImFormatString(buff,32,"%d",day);
if (now_yr == min_yr-1 || now_yr == max_yr+1) {
ImGui::Dummy(cell_size);
}
else if (ImGui::Button(buff,cell_size) && !clk) {
*t = MakeTime(now_yr, now_mo, now_md);
clk = true;
}
ImGui::PopID();
if (t1_or_t2)
ImGui::PopStyleColor(2);
if (off_mo)
ImGui::PopStyleColor();
if (j != 6)
ImGui::SameLine();
day++;
}
}
}
// month widget
else if (*level == 1) {
*t = FloorTime(*t, ImPlotTimeUnit_Mo);
GetTime(*t, &Tm);
int this_yr = Tm.tm_year + 1900;
ImFormatString(buff, 32, "%d", this_yr);
if (ImGui::Button(buff))
*level = 2;
BeginDisabledControls(this_yr <= min_yr);
ImGui::SameLine(5*cell_size.x);
if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size))
*t = AddTime(*t, ImPlotTimeUnit_Yr, -1);
EndDisabledControls(this_yr <= min_yr);
ImGui::SameLine();
BeginDisabledControls(this_yr >= max_yr);
if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size))
*t = AddTime(*t, ImPlotTimeUnit_Yr, 1);
EndDisabledControls(this_yr >= max_yr);
// ImGui::Dummy(cell_size);
cell_size.x *= 7.0f/4.0f;
cell_size.y *= 7.0f/3.0f;
int mo = 0;
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 4; ++j) {
const bool t1_or_t2 = (t1 != nullptr && t1_yr == this_yr && t1_mo == mo) ||
(t2 != nullptr && t2_yr == this_yr && t2_mo == mo);
if (t1_or_t2)
ImGui::PushStyleColor(ImGuiCol_Button, col_btn);
if (ImGui::Button(MONTH_ABRVS[mo],cell_size) && !clk) {
*t = MakeTime(this_yr, mo);
*level = 0;
}
if (t1_or_t2)
ImGui::PopStyleColor();
if (j != 3)
ImGui::SameLine();
mo++;
}
}
}
else if (*level == 2) {
*t = FloorTime(*t, ImPlotTimeUnit_Yr);
int this_yr = GetYear(*t);
int yr = this_yr - this_yr % 20;
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImFormatString(buff,32,"%d-%d",yr,yr+19);
ImGui::Button(buff);
ImGui::PopItemFlag();
ImGui::SameLine(5*cell_size.x);
BeginDisabledControls(yr <= min_yr);
if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size))
*t = MakeTime(yr-20);
EndDisabledControls(yr <= min_yr);
ImGui::SameLine();
BeginDisabledControls(yr + 20 >= max_yr);
if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size))
*t = MakeTime(yr+20);
EndDisabledControls(yr+ 20 >= max_yr);
// ImGui::Dummy(cell_size);
cell_size.x *= 7.0f/4.0f;
cell_size.y *= 7.0f/5.0f;
for (int i = 0; i < 5; ++i) {
for (int j = 0; j < 4; ++j) {
const bool t1_or_t2 = (t1 != nullptr && t1_yr == yr) || (t2 != nullptr && t2_yr == yr);
if (t1_or_t2)
ImGui::PushStyleColor(ImGuiCol_Button, col_btn);
ImFormatString(buff,32,"%d",yr);
if (yr<1970||yr>3000) {
ImGui::Dummy(cell_size);
}
else if (ImGui::Button(buff,cell_size)) {
*t = MakeTime(yr);
*level = 1;
}
if (t1_or_t2)
ImGui::PopStyleColor();
if (j != 3)
ImGui::SameLine();
yr++;
}
}
}
ImGui::PopStyleVar();
ImGui::PopStyleColor();
ImGui::EndGroup();
ImGui::PopID();
return clk;
}
bool ShowTimePicker(const char* id, ImPlotTime* t) {
ImPlotContext& gp = *GImPlot;
ImGui::PushID(id);
tm& Tm = gp.Tm;
GetTime(*t,&Tm);
static const char* nums[] = { "00","01","02","03","04","05","06","07","08","09",
"10","11","12","13","14","15","16","17","18","19",
"20","21","22","23","24","25","26","27","28","29",
"30","31","32","33","34","35","36","37","38","39",
"40","41","42","43","44","45","46","47","48","49",
"50","51","52","53","54","55","56","57","58","59"};
static const char* am_pm[] = {"am","pm"};
bool hour24 = gp.Style.Use24HourClock;
int hr = hour24 ? Tm.tm_hour : ((Tm.tm_hour == 0 || Tm.tm_hour == 12) ? 12 : Tm.tm_hour % 12);
int min = Tm.tm_min;
int sec = Tm.tm_sec;
int ap = Tm.tm_hour < 12 ? 0 : 1;
bool changed = false;
ImVec2 spacing = ImGui::GetStyle().ItemSpacing;
spacing.x = 0;
float width = ImGui::CalcTextSize("888").x;
float height = ImGui::GetFrameHeight();
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, spacing);
ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize,2.0f);
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0,0,0,0));
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0,0,0,0));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImGui::GetStyleColorVec4(ImGuiCol_ButtonHovered));
ImGui::SetNextItemWidth(width);
if (ImGui::BeginCombo("##hr",nums[hr],ImGuiComboFlags_NoArrowButton)) {
const int ia = hour24 ? 0 : 1;
const int ib = hour24 ? 24 : 13;
for (int i = ia; i < ib; ++i) {
if (ImGui::Selectable(nums[i],i==hr)) {
hr = i;
changed = true;
}
}
ImGui::EndCombo();
}
ImGui::SameLine();
ImGui::Text(":");
ImGui::SameLine();
ImGui::SetNextItemWidth(width);
if (ImGui::BeginCombo("##min",nums[min],ImGuiComboFlags_NoArrowButton)) {
for (int i = 0; i < 60; ++i) {
if (ImGui::Selectable(nums[i],i==min)) {
min = i;
changed = true;
}
}
ImGui::EndCombo();
}
ImGui::SameLine();
ImGui::Text(":");
ImGui::SameLine();
ImGui::SetNextItemWidth(width);
if (ImGui::BeginCombo("##sec",nums[sec],ImGuiComboFlags_NoArrowButton)) {
for (int i = 0; i < 60; ++i) {
if (ImGui::Selectable(nums[i],i==sec)) {
sec = i;
changed = true;
}
}
ImGui::EndCombo();
}
if (!hour24) {
ImGui::SameLine();
if (ImGui::Button(am_pm[ap],ImVec2(0,height))) {
ap = 1 - ap;
changed = true;
}
}
ImGui::PopStyleColor(3);
ImGui::PopStyleVar(2);
ImGui::PopID();
if (changed) {
if (!hour24)
hr = hr % 12 + ap * 12;
Tm.tm_hour = hr;
Tm.tm_min = min;
Tm.tm_sec = sec;
*t = MkTime(&Tm);
}
return changed;
}
void StyleColorsAuto(ImPlotStyle* dst) {
ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle();
ImVec4* colors = style->Colors;
style->MinorAlpha = 0.25f;
colors[ImPlotCol_Line] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL;
colors[ImPlotCol_FrameBg] = IMPLOT_AUTO_COL;
colors[ImPlotCol_PlotBg] = IMPLOT_AUTO_COL;
colors[ImPlotCol_PlotBorder] = IMPLOT_AUTO_COL;
colors[ImPlotCol_LegendBg] = IMPLOT_AUTO_COL;
colors[ImPlotCol_LegendBorder] = IMPLOT_AUTO_COL;
colors[ImPlotCol_LegendText] = IMPLOT_AUTO_COL;
colors[ImPlotCol_TitleText] = IMPLOT_AUTO_COL;
colors[ImPlotCol_InlayText] = IMPLOT_AUTO_COL;
colors[ImPlotCol_PlotBorder] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisText] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisGrid] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL;
colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Selection] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Crosshairs] = IMPLOT_AUTO_COL;
}
void StyleColorsClassic(ImPlotStyle* dst) {
ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle();
ImVec4* colors = style->Colors;
style->MinorAlpha = 0.5f;
colors[ImPlotCol_Line] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_ErrorBar] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImPlotCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.35f);
colors[ImPlotCol_PlotBorder] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImPlotCol_LegendBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImPlotCol_LegendBorder] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImPlotCol_LegendText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImPlotCol_TitleText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImPlotCol_InlayText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImPlotCol_AxisText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImPlotCol_AxisGrid] = ImVec4(0.90f, 0.90f, 0.90f, 0.25f);
colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_Selection] = ImVec4(0.97f, 0.97f, 0.39f, 1.00f);
colors[ImPlotCol_Crosshairs] = ImVec4(0.50f, 0.50f, 0.50f, 0.75f);
}
void StyleColorsDark(ImPlotStyle* dst) {
ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle();
ImVec4* colors = style->Colors;
style->MinorAlpha = 0.25f;
colors[ImPlotCol_Line] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL;
colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f);
colors[ImPlotCol_PlotBorder] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImPlotCol_LegendBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImPlotCol_LegendBorder] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImPlotCol_LegendText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_TitleText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_InlayText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_AxisText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 0.25f);
colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_Selection] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImPlotCol_Crosshairs] = ImVec4(1.00f, 1.00f, 1.00f, 0.50f);
}
void StyleColorsLight(ImPlotStyle* dst) {
ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle();
ImVec4* colors = style->Colors;
style->MinorAlpha = 1.0f;
colors[ImPlotCol_Line] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL;
colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_PlotBg] = ImVec4(0.42f, 0.57f, 1.00f, 0.13f);
colors[ImPlotCol_PlotBorder] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImPlotCol_LegendBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
colors[ImPlotCol_LegendBorder] = ImVec4(0.82f, 0.82f, 0.82f, 0.80f);
colors[ImPlotCol_LegendText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_TitleText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_InlayText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_AxisText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_AxisTick] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f);
colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO
colors[ImPlotCol_Selection] = ImVec4(0.82f, 0.64f, 0.03f, 1.00f);
colors[ImPlotCol_Crosshairs] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f);
}
//-----------------------------------------------------------------------------
// [SECTION] Obsolete Functions/Types
//-----------------------------------------------------------------------------
#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS
bool BeginPlot(const char* title, const char* x_label, const char* y1_label, const ImVec2& size,
ImPlotFlags flags, ImPlotAxisFlags x_flags, ImPlotAxisFlags y1_flags, ImPlotAxisFlags y2_flags, ImPlotAxisFlags y3_flags,
const char* y2_label, const char* y3_label)
{
if (!BeginPlot(title, size, flags))
return false;
SetupAxis(ImAxis_X1, x_label, x_flags);
SetupAxis(ImAxis_Y1, y1_label, y1_flags);
if (ImHasFlag(flags, ImPlotFlags_YAxis2))
SetupAxis(ImAxis_Y2, y2_label, y2_flags);
if (ImHasFlag(flags, ImPlotFlags_YAxis3))
SetupAxis(ImAxis_Y3, y3_label, y3_flags);
return true;
}
#endif
} // namespace ImPlot
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdl2.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#include "../SDL2/include/SDL.h"
#ifndef IMGUI_DISABLE
typedef struct ImDrawData_t ImDrawData;
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForD3D(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForMetal(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForOther(SDL_Window* window);
CIMGUI_IMPL_API void cImGui_ImplSDL2_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDL2_NewFrame(void);
CIMGUI_IMPL_API bool cImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#endif // #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_dx11.cpp | // dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX11 data
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11ShaderResourceView* pFontTextureView;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (bd->pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX11_InitPlatformInterface();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;
ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
// Create the render target
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
}
static void ImGui_ImplDX11_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/implot_demo.cpp | // MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
// We define this so that the demo does not accidentally use deprecated API
#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS
#define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS
#endif
#include "implot.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#ifdef _MSC_VER
#define sprintf sprintf_s
#endif
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define CHECKBOX_FLAG(flags, flag) ImGui::CheckboxFlags(#flag, (unsigned int*)&flags, flag)
// Encapsulates examples for customizing ImPlot.
namespace MyImPlot {
// Example for Custom Data and Getters section.
struct Vector2f {
Vector2f(float _x, float _y) { x = _x; y = _y; }
float x, y;
};
// Example for Custom Data and Getters section.
struct WaveData {
double X, Amp, Freq, Offset;
WaveData(double x, double amp, double freq, double offset) { X = x; Amp = amp; Freq = freq; Offset = offset; }
};
ImPlotPoint SineWave(int idx, void* wave_data);
ImPlotPoint SawWave(int idx, void* wave_data);
ImPlotPoint Spiral(int idx, void* wave_data);
// Example for Tables section.
void Sparkline(const char* id, const float* values, int count, float min_v, float max_v, int offset, const ImVec4& col, const ImVec2& size);
// Example for Custom Plotters and Tooltips section.
void PlotCandlestick(const char* label_id, const double* xs, const double* opens, const double* closes, const double* lows, const double* highs, int count, bool tooltip = true, float width_percent = 0.25f, ImVec4 bullCol = ImVec4(0,1,0,1), ImVec4 bearCol = ImVec4(1,0,0,1));
// Example for Custom Styles section.
void StyleSeaborn();
} // namespace MyImPlot
namespace ImPlot {
template <typename T>
inline T RandomRange(T min, T max) {
T scale = rand() / (T) RAND_MAX;
return min + scale * ( max - min );
}
ImVec4 RandomColor() {
ImVec4 col;
col.x = RandomRange(0.0f,1.0f);
col.y = RandomRange(0.0f,1.0f);
col.z = RandomRange(0.0f,1.0f);
col.w = 1.0f;
return col;
}
double RandomGauss() {
static double V1, V2, S;
static int phase = 0;
double X;
if(phase == 0) {
do {
double U1 = (double)rand() / RAND_MAX;
double U2 = (double)rand() / RAND_MAX;
V1 = 2 * U1 - 1;
V2 = 2 * U2 - 1;
S = V1 * V1 + V2 * V2;
} while(S >= 1 || S == 0);
X = V1 * sqrt(-2 * log(S) / S);
} else
X = V2 * sqrt(-2 * log(S) / S);
phase = 1 - phase;
return X;
}
template <int N>
struct NormalDistribution {
NormalDistribution(double mean, double sd) {
for (int i = 0; i < N; ++i)
Data[i] = RandomGauss()*sd + mean;
}
double Data[N];
};
// utility structure for realtime plot
struct ScrollingBuffer {
int MaxSize;
int Offset;
ImVector<ImVec2> Data;
ScrollingBuffer(int max_size = 2000) {
MaxSize = max_size;
Offset = 0;
Data.reserve(MaxSize);
}
void AddPoint(float x, float y) {
if (Data.size() < MaxSize)
Data.push_back(ImVec2(x,y));
else {
Data[Offset] = ImVec2(x,y);
Offset = (Offset + 1) % MaxSize;
}
}
void Erase() {
if (Data.size() > 0) {
Data.shrink(0);
Offset = 0;
}
}
};
// utility structure for realtime plot
struct RollingBuffer {
float Span;
ImVector<ImVec2> Data;
RollingBuffer() {
Span = 10.0f;
Data.reserve(2000);
}
void AddPoint(float x, float y) {
float xmod = fmodf(x, Span);
if (!Data.empty() && xmod < Data.back().x)
Data.shrink(0);
Data.push_back(ImVec2(xmod, y));
}
};
// Huge data used by Time Formatting example (~500 MB allocation!)
struct HugeTimeData {
HugeTimeData(double min) {
Ts = new double[Size];
Ys = new double[Size];
for (int i = 0; i < Size; ++i) {
Ts[i] = min + i;
Ys[i] = GetY(Ts[i]);
}
}
~HugeTimeData() { delete[] Ts; delete[] Ys; }
static double GetY(double t) {
return 0.5 + 0.25 * sin(t/86400/12) + 0.005 * sin(t/3600);
}
double* Ts;
double* Ys;
static const int Size = 60*60*24*366;
};
//-----------------------------------------------------------------------------
// [SECTION] Demo Functions
//-----------------------------------------------------------------------------
void Demo_Help() {
ImGui::Text("ABOUT THIS DEMO:");
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
ImGui::BulletText("The \"Tools\" menu above gives access to: Style Editors (ImPlot/ImGui)\n"
"and Metrics (general purpose Dear ImGui debugging tool).");
ImGui::Separator();
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("See the ShowDemoWindow() code in implot_demo.cpp. <- you are here!");
ImGui::BulletText("If you see visual artifacts, do one of the following:");
ImGui::Indent();
ImGui::BulletText("Handle ImGuiBackendFlags_RendererHasVtxOffset for 16-bit indices in your backend.");
ImGui::BulletText("Or, enable 32-bit indices in imconfig.h.");
ImGui::BulletText("Your current configuration is:");
ImGui::Indent();
ImGui::BulletText("ImDrawIdx: %d-bit", (int)(sizeof(ImDrawIdx) * 8));
ImGui::BulletText("ImGuiBackendFlags_RendererHasVtxOffset: %s", (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ? "True" : "False");
ImGui::Unindent();
ImGui::Unindent();
ImGui::Separator();
ImGui::Text("USER GUIDE:");
ShowUserGuide();
}
//-----------------------------------------------------------------------------
void ButtonSelector(const char* label, ImGuiMouseButton* b) {
ImGui::PushID(label);
if (ImGui::RadioButton("LMB",*b == ImGuiMouseButton_Left))
*b = ImGuiMouseButton_Left;
ImGui::SameLine();
if (ImGui::RadioButton("RMB",*b == ImGuiMouseButton_Right))
*b = ImGuiMouseButton_Right;
ImGui::SameLine();
if (ImGui::RadioButton("MMB",*b == ImGuiMouseButton_Middle))
*b = ImGuiMouseButton_Middle;
ImGui::PopID();
}
void ModSelector(const char* label, int* k) {
ImGui::PushID(label);
ImGui::CheckboxFlags("Ctrl", (unsigned int*)k, ImGuiMod_Ctrl); ImGui::SameLine();
ImGui::CheckboxFlags("Shift", (unsigned int*)k, ImGuiMod_Shift); ImGui::SameLine();
ImGui::CheckboxFlags("Alt", (unsigned int*)k, ImGuiMod_Alt); ImGui::SameLine();
ImGui::CheckboxFlags("Super", (unsigned int*)k, ImGuiMod_Super);
ImGui::PopID();
}
void InputMapping(const char* label, ImGuiMouseButton* b, int* k) {
ImGui::LabelText("##","%s",label);
if (b != nullptr) {
ImGui::SameLine(100);
ButtonSelector(label,b);
}
if (k != nullptr) {
ImGui::SameLine(300);
ModSelector(label,k);
}
}
void ShowInputMapping() {
ImPlotInputMap& map = ImPlot::GetInputMap();
InputMapping("Pan",&map.Pan,&map.PanMod);
InputMapping("Fit",&map.Fit,nullptr);
InputMapping("Select",&map.Select,&map.SelectMod);
InputMapping("SelectHorzMod",nullptr,&map.SelectHorzMod);
InputMapping("SelectVertMod",nullptr,&map.SelectVertMod);
InputMapping("SelectCancel",&map.SelectCancel,nullptr);
InputMapping("Menu",&map.Menu,nullptr);
InputMapping("OverrideMod",nullptr,&map.OverrideMod);
InputMapping("ZoomMod",nullptr,&map.ZoomMod);
ImGui::SliderFloat("ZoomRate",&map.ZoomRate,-1,1);
}
void Demo_Config() {
ImGui::ShowFontSelector("Font");
ImGui::ShowStyleSelector("ImGui Style");
ImPlot::ShowStyleSelector("ImPlot Style");
ImPlot::ShowColormapSelector("ImPlot Colormap");
ImPlot::ShowInputMapSelector("Input Map");
ImGui::Separator();
ImGui::Checkbox("Use Local Time", &ImPlot::GetStyle().UseLocalTime);
ImGui::Checkbox("Use ISO 8601", &ImPlot::GetStyle().UseISO8601);
ImGui::Checkbox("Use 24 Hour Clock", &ImPlot::GetStyle().Use24HourClock);
ImGui::Separator();
if (ImPlot::BeginPlot("Preview")) {
static double now = (double)time(nullptr);
ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time);
ImPlot::SetupAxisLimits(ImAxis_X1, now, now + 24*3600);
for (int i = 0; i < 10; ++i) {
double x[2] = {now, now + 24*3600};
double y[2] = {0,i/9.0};
ImGui::PushID(i);
ImPlot::PlotLine("##Line",x,y,2);
ImGui::PopID();
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_LinePlots() {
static float xs1[1001], ys1[1001];
for (int i = 0; i < 1001; ++i) {
xs1[i] = i * 0.001f;
ys1[i] = 0.5f + 0.5f * sinf(50 * (xs1[i] + (float)ImGui::GetTime() / 10));
}
static double xs2[20], ys2[20];
for (int i = 0; i < 20; ++i) {
xs2[i] = i * 1/19.0f;
ys2[i] = xs2[i] * xs2[i];
}
if (ImPlot::BeginPlot("Line Plots")) {
ImPlot::SetupAxes("x","y");
ImPlot::PlotLine("f(x)", xs1, ys1, 1001);
ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle);
ImPlot::PlotLine("g(x)", xs2, ys2, 20,ImPlotLineFlags_Segments);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_FilledLinePlots() {
static double xs1[101], ys1[101], ys2[101], ys3[101];
srand(0);
for (int i = 0; i < 101; ++i) {
xs1[i] = (float)i;
ys1[i] = RandomRange(400.0,450.0);
ys2[i] = RandomRange(275.0,350.0);
ys3[i] = RandomRange(150.0,225.0);
}
static bool show_lines = true;
static bool show_fills = true;
static float fill_ref = 0;
static int shade_mode = 0;
static ImPlotShadedFlags flags = 0;
ImGui::Checkbox("Lines",&show_lines); ImGui::SameLine();
ImGui::Checkbox("Fills",&show_fills);
if (show_fills) {
ImGui::SameLine();
if (ImGui::RadioButton("To -INF",shade_mode == 0))
shade_mode = 0;
ImGui::SameLine();
if (ImGui::RadioButton("To +INF",shade_mode == 1))
shade_mode = 1;
ImGui::SameLine();
if (ImGui::RadioButton("To Ref",shade_mode == 2))
shade_mode = 2;
if (shade_mode == 2) {
ImGui::SameLine();
ImGui::SetNextItemWidth(100);
ImGui::DragFloat("##Ref",&fill_ref, 1, -100, 500);
}
}
if (ImPlot::BeginPlot("Stock Prices")) {
ImPlot::SetupAxes("Days","Price");
ImPlot::SetupAxesLimits(0,100,0,500);
if (show_fills) {
ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f);
ImPlot::PlotShaded("Stock 1", xs1, ys1, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags);
ImPlot::PlotShaded("Stock 2", xs1, ys2, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags);
ImPlot::PlotShaded("Stock 3", xs1, ys3, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags);
ImPlot::PopStyleVar();
}
if (show_lines) {
ImPlot::PlotLine("Stock 1", xs1, ys1, 101);
ImPlot::PlotLine("Stock 2", xs1, ys2, 101);
ImPlot::PlotLine("Stock 3", xs1, ys3, 101);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_ShadedPlots() {
static float xs[1001], ys[1001], ys1[1001], ys2[1001], ys3[1001], ys4[1001];
srand(0);
for (int i = 0; i < 1001; ++i) {
xs[i] = i * 0.001f;
ys[i] = 0.25f + 0.25f * sinf(25 * xs[i]) * sinf(5 * xs[i]) + RandomRange(-0.01f, 0.01f);
ys1[i] = ys[i] + RandomRange(0.1f, 0.12f);
ys2[i] = ys[i] - RandomRange(0.1f, 0.12f);
ys3[i] = 0.75f + 0.2f * sinf(25 * xs[i]);
ys4[i] = 0.75f + 0.1f * cosf(25 * xs[i]);
}
static float alpha = 0.25f;
ImGui::DragFloat("Alpha",&alpha,0.01f,0,1);
if (ImPlot::BeginPlot("Shaded Plots")) {
ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, alpha);
ImPlot::PlotShaded("Uncertain Data",xs,ys1,ys2,1001);
ImPlot::PlotLine("Uncertain Data", xs, ys, 1001);
ImPlot::PlotShaded("Overlapping",xs,ys3,ys4,1001);
ImPlot::PlotLine("Overlapping",xs,ys3,1001);
ImPlot::PlotLine("Overlapping",xs,ys4,1001);
ImPlot::PopStyleVar();
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_ScatterPlots() {
srand(0);
static float xs1[100], ys1[100];
for (int i = 0; i < 100; ++i) {
xs1[i] = i * 0.01f;
ys1[i] = xs1[i] + 0.1f * ((float)rand() / (float)RAND_MAX);
}
static float xs2[50], ys2[50];
for (int i = 0; i < 50; i++) {
xs2[i] = 0.25f + 0.2f * ((float)rand() / (float)RAND_MAX);
ys2[i] = 0.75f + 0.2f * ((float)rand() / (float)RAND_MAX);
}
if (ImPlot::BeginPlot("Scatter Plot")) {
ImPlot::PlotScatter("Data 1", xs1, ys1, 100);
ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f);
ImPlot::SetNextMarkerStyle(ImPlotMarker_Square, 6, ImPlot::GetColormapColor(1), IMPLOT_AUTO, ImPlot::GetColormapColor(1));
ImPlot::PlotScatter("Data 2", xs2, ys2, 50);
ImPlot::PopStyleVar();
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_StairstepPlots() {
static float ys1[21], ys2[21];
for (int i = 0; i < 21; ++i) {
ys1[i] = 0.75f + 0.2f * sinf(10 * i * 0.05f);
ys2[i] = 0.25f + 0.2f * sinf(10 * i * 0.05f);
}
static ImPlotStairsFlags flags = 0;
CHECKBOX_FLAG(flags, ImPlotStairsFlags_Shaded);
if (ImPlot::BeginPlot("Stairstep Plot")) {
ImPlot::SetupAxes("x","f(x)");
ImPlot::SetupAxesLimits(0,1,0,1);
ImPlot::PushStyleColor(ImPlotCol_Line, ImVec4(0.5f,0.5f,0.5f,1.0f));
ImPlot::PlotLine("##1",ys1,21,0.05f);
ImPlot::PlotLine("##2",ys2,21,0.05f);
ImPlot::PopStyleColor();
ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle);
ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL, 0.25f);
ImPlot::PlotStairs("Post Step (default)", ys1, 21, 0.05f, 0, flags);
ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle);
ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL, 0.25f);
ImPlot::PlotStairs("Pre Step", ys2, 21, 0.05f, 0, flags|ImPlotStairsFlags_PreStep);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_BarPlots() {
static ImS8 data[10] = {1,2,3,4,5,6,7,8,9,10};
if (ImPlot::BeginPlot("Bar Plot")) {
ImPlot::PlotBars("Vertical",data,10,0.7,1);
ImPlot::PlotBars("Horizontal",data,10,0.4,1,ImPlotBarsFlags_Horizontal);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_BarGroups() {
static ImS8 data[30] = {83, 67, 23, 89, 83, 78, 91, 82, 85, 90, // midterm
80, 62, 56, 99, 55, 78, 88, 78, 90, 100, // final
80, 69, 52, 92, 72, 78, 75, 76, 89, 95}; // course
static const char* ilabels[] = {"Midterm Exam","Final Exam","Course Grade"};
static const char* glabels[] = {"S1","S2","S3","S4","S5","S6","S7","S8","S9","S10"};
static const double positions[] = {0,1,2,3,4,5,6,7,8,9};
static int items = 3;
static int groups = 10;
static float size = 0.67f;
static ImPlotBarGroupsFlags flags = 0;
static bool horz = false;
ImGui::CheckboxFlags("Stacked", (unsigned int*)&flags, ImPlotBarGroupsFlags_Stacked);
ImGui::SameLine();
ImGui::Checkbox("Horizontal",&horz);
ImGui::SliderInt("Items",&items,1,3);
ImGui::SliderFloat("Size",&size,0,1);
if (ImPlot::BeginPlot("Bar Group")) {
ImPlot::SetupLegend(ImPlotLocation_East, ImPlotLegendFlags_Outside);
if (horz) {
ImPlot::SetupAxes("Score","Student",ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit);
ImPlot::SetupAxisTicks(ImAxis_Y1,positions, groups, glabels);
ImPlot::PlotBarGroups(ilabels,data,items,groups,size,0,flags|ImPlotBarGroupsFlags_Horizontal);
}
else {
ImPlot::SetupAxes("Student","Score",ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit);
ImPlot::SetupAxisTicks(ImAxis_X1,positions, groups, glabels);
ImPlot::PlotBarGroups(ilabels,data,items,groups,size,0,flags);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_BarStacks() {
static ImPlotColormap Liars = -1;
if (Liars == -1) {
static const ImU32 Liars_Data[6] = { 4282515870, 4282609140, 4287357182, 4294630301, 4294945280, 4294921472 };
Liars = ImPlot::AddColormap("Liars", Liars_Data, 6);
}
static bool diverging = true;
ImGui::Checkbox("Diverging",&diverging);
static const char* politicians[] = {"Trump","Bachman","Cruz","Gingrich","Palin","Santorum","Walker","Perry","Ryan","McCain","Rubio","Romney","Rand Paul","Christie","Biden","Kasich","Sanders","J Bush","H Clinton","Obama"};
static int data_reg[] = {18,26,7,14,10,8,6,11,4,4,3,8,6,8,6,5,0,3,1,2, // Pants on Fire
43,36,30,21,30,27,25,17,11,22,15,16,16,17,12,12,14,6,13,12, // False
16,13,28,22,15,21,15,18,30,17,24,18,13,10,14,15,17,22,14,12, // Mostly False
17,10,13,25,12,22,19,26,23,17,22,27,20,26,29,17,18,22,21,27, // Half True
5,7,16,10,10,12,23,13,17,20,22,16,23,19,20,26,36,29,27,26, // Mostly True
1,8,6,8,23,10,12,15,15,20,14,15,22,20,19,25,15,18,24,21}; // True
static const char* labels_reg[] = {"Pants on Fire","False","Mostly False","Half True","Mostly True","True"};
static int data_div[] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Pants on Fire (dummy, to order legend logically)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // False (dummy, to order legend logically)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Mostly False (dummy, to order legend logically)
-16,-13,-28,-22,-15,-21,-15,-18,-30,-17,-24,-18,-13,-10,-14,-15,-17,-22,-14,-12, // Mostly False
-43,-36,-30,-21,-30,-27,-25,-17,-11,-22,-15,-16,-16,-17,-12,-12,-14,-6,-13,-12, // False
-18,-26,-7,-14,-10,-8,-6,-11,-4,-4,-3,-8,-6,-8,-6,-5,0,-3,-1,-2, // Pants on Fire
17,10,13,25,12,22,19,26,23,17,22,27,20,26,29,17,18,22,21,27, // Half True
5,7,16,10,10,12,23,13,17,20,22,16,23,19,20,26,36,29,27,26, // Mostly True
1,8,6,8,23,10,12,15,15,20,14,15,22,20,19,25,15,18,24,21}; // True
static const char* labels_div[] = {"Pants on Fire","False","Mostly False","Mostly False","False","Pants on Fire","Half True","Mostly True","True"};
ImPlot::PushColormap(Liars);
if (ImPlot::BeginPlot("PolitiFact: Who Lies More?",ImVec2(-1,400),ImPlotFlags_NoMouseText)) {
ImPlot::SetupLegend(ImPlotLocation_South, ImPlotLegendFlags_Outside|ImPlotLegendFlags_Horizontal);
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_Invert);
ImPlot::SetupAxisTicks(ImAxis_Y1,0,19,20,politicians,false);
if (diverging)
ImPlot::PlotBarGroups(labels_div,data_div,9,20,0.75,0,ImPlotBarGroupsFlags_Stacked|ImPlotBarGroupsFlags_Horizontal);
else
ImPlot::PlotBarGroups(labels_reg,data_reg,6,20,0.75,0,ImPlotBarGroupsFlags_Stacked|ImPlotBarGroupsFlags_Horizontal);
ImPlot::EndPlot();
}
ImPlot::PopColormap();
}
//-----------------------------------------------------------------------------
void Demo_ErrorBars() {
static float xs[5] = {1,2,3,4,5};
static float bar[5] = {1,2,5,3,4};
static float lin1[5] = {8,8,9,7,8};
static float lin2[5] = {6,7,6,9,6};
static float err1[5] = {0.2f, 0.4f, 0.2f, 0.6f, 0.4f};
static float err2[5] = {0.4f, 0.2f, 0.4f, 0.8f, 0.6f};
static float err3[5] = {0.09f, 0.14f, 0.09f, 0.12f, 0.16f};
static float err4[5] = {0.02f, 0.08f, 0.15f, 0.05f, 0.2f};
if (ImPlot::BeginPlot("##ErrorBars")) {
ImPlot::SetupAxesLimits(0, 6, 0, 10);
ImPlot::PlotBars("Bar", xs, bar, 5, 0.5f);
ImPlot::PlotErrorBars("Bar", xs, bar, err1, 5);
ImPlot::SetNextErrorBarStyle(ImPlot::GetColormapColor(1), 0);
ImPlot::PlotErrorBars("Line", xs, lin1, err1, err2, 5);
ImPlot::SetNextMarkerStyle(ImPlotMarker_Square);
ImPlot::PlotLine("Line", xs, lin1, 5);
ImPlot::PushStyleColor(ImPlotCol_ErrorBar, ImPlot::GetColormapColor(2));
ImPlot::PlotErrorBars("Scatter", xs, lin2, err2, 5);
ImPlot::PlotErrorBars("Scatter", xs, lin2, err3, err4, 5, ImPlotErrorBarsFlags_Horizontal);
ImPlot::PopStyleColor();
ImPlot::PlotScatter("Scatter", xs, lin2, 5);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_StemPlots() {
static double xs[51], ys1[51], ys2[51];
for (int i = 0; i < 51; ++i) {
xs[i] = i * 0.02;
ys1[i] = 1.0 + 0.5 * sin(25*xs[i])*cos(2*xs[i]);
ys2[i] = 0.5 + 0.25 * sin(10*xs[i]) * sin(xs[i]);
}
if (ImPlot::BeginPlot("Stem Plots")) {
ImPlot::SetupAxisLimits(ImAxis_X1,0,1.0);
ImPlot::SetupAxisLimits(ImAxis_Y1,0,1.6);
ImPlot::PlotStems("Stems 1",xs,ys1,51);
ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle);
ImPlot::PlotStems("Stems 2", xs, ys2,51);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_InfiniteLines() {
static double vals[] = {0.25, 0.5, 0.75};
if (ImPlot::BeginPlot("##Infinite")) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoInitialFit,ImPlotAxisFlags_NoInitialFit);
ImPlot::PlotInfLines("Vertical",vals,3);
ImPlot::PlotInfLines("Horizontal",vals,3,ImPlotInfLinesFlags_Horizontal);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_PieCharts() {
static const char* labels1[] = {"Frogs","Hogs","Dogs","Logs"};
static float data1[] = {0.15f, 0.30f, 0.2f, 0.05f};
static ImPlotPieChartFlags flags = 0;
ImGui::SetNextItemWidth(250);
ImGui::DragFloat4("Values", data1, 0.01f, 0, 1);
CHECKBOX_FLAG(flags, ImPlotPieChartFlags_Normalize);
CHECKBOX_FLAG(flags, ImPlotPieChartFlags_IgnoreHidden);
if (ImPlot::BeginPlot("##Pie1", ImVec2(250,250), ImPlotFlags_Equal | ImPlotFlags_NoMouseText)) {
ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(0, 1, 0, 1);
ImPlot::PlotPieChart(labels1, data1, 4, 0.5, 0.5, 0.4, "%.2f", 90, flags);
ImPlot::EndPlot();
}
ImGui::SameLine();
static const char* labels2[] = {"A","B","C","D","E"};
static int data2[] = {1,1,2,3,5};
ImPlot::PushColormap(ImPlotColormap_Pastel);
if (ImPlot::BeginPlot("##Pie2", ImVec2(250,250), ImPlotFlags_Equal | ImPlotFlags_NoMouseText)) {
ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(0, 1, 0, 1);
ImPlot::PlotPieChart(labels2, data2, 5, 0.5, 0.5, 0.4, "%.0f", 180, flags);
ImPlot::EndPlot();
}
ImPlot::PopColormap();
}
//-----------------------------------------------------------------------------
void Demo_Heatmaps() {
static float values1[7][7] = {{0.8f, 2.4f, 2.5f, 3.9f, 0.0f, 4.0f, 0.0f},
{2.4f, 0.0f, 4.0f, 1.0f, 2.7f, 0.0f, 0.0f},
{1.1f, 2.4f, 0.8f, 4.3f, 1.9f, 4.4f, 0.0f},
{0.6f, 0.0f, 0.3f, 0.0f, 3.1f, 0.0f, 0.0f},
{0.7f, 1.7f, 0.6f, 2.6f, 2.2f, 6.2f, 0.0f},
{1.3f, 1.2f, 0.0f, 0.0f, 0.0f, 3.2f, 5.1f},
{0.1f, 2.0f, 0.0f, 1.4f, 0.0f, 1.9f, 6.3f}};
static float scale_min = 0;
static float scale_max = 6.3f;
static const char* xlabels[] = {"C1","C2","C3","C4","C5","C6","C7"};
static const char* ylabels[] = {"R1","R2","R3","R4","R5","R6","R7"};
static ImPlotColormap map = ImPlotColormap_Viridis;
if (ImPlot::ColormapButton(ImPlot::GetColormapName(map),ImVec2(225,0),map)) {
map = (map + 1) % ImPlot::GetColormapCount();
// We bust the color cache of our plots so that item colors will
// resample the new colormap in the event that they have already
// been created. See documentation in implot.h.
BustColorCache("##Heatmap1");
BustColorCache("##Heatmap2");
}
ImGui::SameLine();
ImGui::LabelText("##Colormap Index", "%s", "Change Colormap");
ImGui::SetNextItemWidth(225);
ImGui::DragFloatRange2("Min / Max",&scale_min, &scale_max, 0.01f, -20, 20);
static ImPlotHeatmapFlags hm_flags = 0;
ImGui::CheckboxFlags("Column Major", (unsigned int*)&hm_flags, ImPlotHeatmapFlags_ColMajor);
static ImPlotAxisFlags axes_flags = ImPlotAxisFlags_Lock | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks;
ImPlot::PushColormap(map);
if (ImPlot::BeginPlot("##Heatmap1",ImVec2(225,225),ImPlotFlags_NoLegend|ImPlotFlags_NoMouseText)) {
ImPlot::SetupAxes(nullptr, nullptr, axes_flags, axes_flags);
ImPlot::SetupAxisTicks(ImAxis_X1,0 + 1.0/14.0, 1 - 1.0/14.0, 7, xlabels);
ImPlot::SetupAxisTicks(ImAxis_Y1,1 - 1.0/14.0, 0 + 1.0/14.0, 7, ylabels);
ImPlot::PlotHeatmap("heat",values1[0],7,7,scale_min,scale_max,"%g",ImPlotPoint(0,0),ImPlotPoint(1,1),hm_flags);
ImPlot::EndPlot();
}
ImGui::SameLine();
ImPlot::ColormapScale("##HeatScale",scale_min, scale_max, ImVec2(60,225));
ImGui::SameLine();
const int size = 80;
static double values2[size*size];
srand((unsigned int)(ImGui::GetTime()*1000000));
for (int i = 0; i < size*size; ++i)
values2[i] = RandomRange(0.0,1.0);
if (ImPlot::BeginPlot("##Heatmap2",ImVec2(225,225))) {
ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(-1,1,-1,1);
ImPlot::PlotHeatmap("heat1",values2,size,size,0,1,nullptr);
ImPlot::PlotHeatmap("heat2",values2,size,size,0,1,nullptr, ImPlotPoint(-1,-1), ImPlotPoint(0,0));
ImPlot::EndPlot();
}
ImPlot::PopColormap();
}
//-----------------------------------------------------------------------------
void Demo_Histogram() {
static ImPlotHistogramFlags hist_flags = ImPlotHistogramFlags_Density;
static int bins = 50;
static double mu = 5;
static double sigma = 2;
ImGui::SetNextItemWidth(200);
if (ImGui::RadioButton("Sqrt",bins==ImPlotBin_Sqrt)) { bins = ImPlotBin_Sqrt; } ImGui::SameLine();
if (ImGui::RadioButton("Sturges",bins==ImPlotBin_Sturges)) { bins = ImPlotBin_Sturges; } ImGui::SameLine();
if (ImGui::RadioButton("Rice",bins==ImPlotBin_Rice)) { bins = ImPlotBin_Rice; } ImGui::SameLine();
if (ImGui::RadioButton("Scott",bins==ImPlotBin_Scott)) { bins = ImPlotBin_Scott; } ImGui::SameLine();
if (ImGui::RadioButton("N Bins",bins>=0)) { bins = 50; }
if (bins>=0) {
ImGui::SameLine();
ImGui::SetNextItemWidth(200);
ImGui::SliderInt("##Bins", &bins, 1, 100);
}
ImGui::CheckboxFlags("Horizontal", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Horizontal);
ImGui::SameLine();
ImGui::CheckboxFlags("Density", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Density);
ImGui::SameLine();
ImGui::CheckboxFlags("Cumulative", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Cumulative);
static bool range = false;
ImGui::Checkbox("Range", &range);
static float rmin = -3;
static float rmax = 13;
if (range) {
ImGui::SameLine();
ImGui::SetNextItemWidth(200);
ImGui::DragFloat2("##Range",&rmin,0.1f,-3,13);
ImGui::SameLine();
ImGui::CheckboxFlags("Exclude Outliers", (unsigned int*)&hist_flags, ImPlotHistogramFlags_NoOutliers);
}
static NormalDistribution<10000> dist(mu, sigma);
static double x[100];
static double y[100];
if (hist_flags & ImPlotHistogramFlags_Density) {
for (int i = 0; i < 100; ++i) {
x[i] = -3 + 16 * (double)i/99.0;
y[i] = exp( - (x[i]-mu)*(x[i]-mu) / (2*sigma*sigma)) / (sigma * sqrt(2*3.141592653589793238));
}
if (hist_flags & ImPlotHistogramFlags_Cumulative) {
for (int i = 1; i < 100; ++i)
y[i] += y[i-1];
for (int i = 0; i < 100; ++i)
y[i] /= y[99];
}
}
if (ImPlot::BeginPlot("##Histograms")) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit);
ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL,0.5f);
ImPlot::PlotHistogram("Empirical", dist.Data, 10000, bins, 1.0, range ? ImPlotRange(rmin,rmax) : ImPlotRange(), hist_flags);
if ((hist_flags & ImPlotHistogramFlags_Density) && !(hist_flags & ImPlotHistogramFlags_NoOutliers)) {
if (hist_flags & ImPlotHistogramFlags_Horizontal)
ImPlot::PlotLine("Theoretical",y,x,100);
else
ImPlot::PlotLine("Theoretical",x,y,100);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_Histogram2D() {
static int count = 50000;
static int xybins[2] = {100,100};
static ImPlotHistogramFlags hist_flags = 0;
ImGui::SliderInt("Count",&count,100,100000);
ImGui::SliderInt2("Bins",xybins,1,500);
ImGui::SameLine();
ImGui::CheckboxFlags("Density", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Density);
static NormalDistribution<100000> dist1(1, 2);
static NormalDistribution<100000> dist2(1, 1);
double max_count = 0;
ImPlotAxisFlags flags = ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_Foreground;
ImPlot::PushColormap("Hot");
if (ImPlot::BeginPlot("##Hist2D",ImVec2(ImGui::GetContentRegionAvail().x-100-ImGui::GetStyle().ItemSpacing.x,0))) {
ImPlot::SetupAxes(nullptr, nullptr, flags, flags);
ImPlot::SetupAxesLimits(-6,6,-6,6);
max_count = ImPlot::PlotHistogram2D("Hist2D",dist1.Data,dist2.Data,count,xybins[0],xybins[1],ImPlotRect(-6,6,-6,6), hist_flags);
ImPlot::EndPlot();
}
ImGui::SameLine();
ImPlot::ColormapScale(hist_flags & ImPlotHistogramFlags_Density ? "Density" : "Count",0,max_count,ImVec2(100,0));
ImPlot::PopColormap();
}
//-----------------------------------------------------------------------------
void Demo_DigitalPlots() {
ImGui::BulletText("Digital plots do not respond to Y drag and zoom, so that");
ImGui::Indent();
ImGui::Text("you can drag analog plots over the rising/falling digital edge.");
ImGui::Unindent();
static bool paused = false;
static ScrollingBuffer dataDigital[2];
static ScrollingBuffer dataAnalog[2];
static bool showDigital[2] = {true, false};
static bool showAnalog[2] = {true, false};
char label[32];
ImGui::Checkbox("digital_0", &showDigital[0]); ImGui::SameLine();
ImGui::Checkbox("digital_1", &showDigital[1]); ImGui::SameLine();
ImGui::Checkbox("analog_0", &showAnalog[0]); ImGui::SameLine();
ImGui::Checkbox("analog_1", &showAnalog[1]);
static float t = 0;
if (!paused) {
t += ImGui::GetIO().DeltaTime;
//digital signal values
if (showDigital[0])
dataDigital[0].AddPoint(t, sinf(2*t) > 0.45);
if (showDigital[1])
dataDigital[1].AddPoint(t, sinf(2*t) < 0.45);
//Analog signal values
if (showAnalog[0])
dataAnalog[0].AddPoint(t, sinf(2*t));
if (showAnalog[1])
dataAnalog[1].AddPoint(t, cosf(2*t));
}
if (ImPlot::BeginPlot("##Digital")) {
ImPlot::SetupAxisLimits(ImAxis_X1, t - 10.0, t, paused ? ImGuiCond_Once : ImGuiCond_Always);
ImPlot::SetupAxisLimits(ImAxis_Y1, -1, 1);
for (int i = 0; i < 2; ++i) {
if (showDigital[i] && dataDigital[i].Data.size() > 0) {
snprintf(label, sizeof(label), "digital_%d", i);
ImPlot::PlotDigital(label, &dataDigital[i].Data[0].x, &dataDigital[i].Data[0].y, dataDigital[i].Data.size(), 0, dataDigital[i].Offset, 2 * sizeof(float));
}
}
for (int i = 0; i < 2; ++i) {
if (showAnalog[i]) {
snprintf(label, sizeof(label), "analog_%d", i);
if (dataAnalog[i].Data.size() > 0)
ImPlot::PlotLine(label, &dataAnalog[i].Data[0].x, &dataAnalog[i].Data[0].y, dataAnalog[i].Data.size(), 0, dataAnalog[i].Offset, 2 * sizeof(float));
}
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_Images() {
ImGui::BulletText("Below we are displaying the font texture, which is the only texture we have\naccess to in this demo.");
ImGui::BulletText("Use the 'ImTextureID' type as storage to pass pointers or identifiers to your\nown texture data.");
ImGui::BulletText("See ImGui Wiki page 'Image Loading and Displaying Examples'.");
static ImVec2 bmin(0,0);
static ImVec2 bmax(1,1);
static ImVec2 uv0(0,0);
static ImVec2 uv1(1,1);
static ImVec4 tint(1,1,1,1);
ImGui::SliderFloat2("Min", &bmin.x, -2, 2, "%.1f");
ImGui::SliderFloat2("Max", &bmax.x, -2, 2, "%.1f");
ImGui::SliderFloat2("UV0", &uv0.x, -2, 2, "%.1f");
ImGui::SliderFloat2("UV1", &uv1.x, -2, 2, "%.1f");
ImGui::ColorEdit4("Tint",&tint.x);
if (ImPlot::BeginPlot("##image")) {
ImPlot::PlotImage("my image",ImGui::GetIO().Fonts->TexID, bmin, bmax, uv0, uv1, tint);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_RealtimePlots() {
ImGui::BulletText("Move your mouse to change the data!");
ImGui::BulletText("This example assumes 60 FPS. Higher FPS requires larger buffer size.");
static ScrollingBuffer sdata1, sdata2;
static RollingBuffer rdata1, rdata2;
ImVec2 mouse = ImGui::GetMousePos();
static float t = 0;
t += ImGui::GetIO().DeltaTime;
sdata1.AddPoint(t, mouse.x * 0.0005f);
rdata1.AddPoint(t, mouse.x * 0.0005f);
sdata2.AddPoint(t, mouse.y * 0.0005f);
rdata2.AddPoint(t, mouse.y * 0.0005f);
static float history = 10.0f;
ImGui::SliderFloat("History",&history,1,30,"%.1f s");
rdata1.Span = history;
rdata2.Span = history;
static ImPlotAxisFlags flags = ImPlotAxisFlags_NoTickLabels;
if (ImPlot::BeginPlot("##Scrolling", ImVec2(-1,150))) {
ImPlot::SetupAxes(nullptr, nullptr, flags, flags);
ImPlot::SetupAxisLimits(ImAxis_X1,t - history, t, ImGuiCond_Always);
ImPlot::SetupAxisLimits(ImAxis_Y1,0,1);
ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL,0.5f);
ImPlot::PlotShaded("Mouse X", &sdata1.Data[0].x, &sdata1.Data[0].y, sdata1.Data.size(), -INFINITY, 0, sdata1.Offset, 2 * sizeof(float));
ImPlot::PlotLine("Mouse Y", &sdata2.Data[0].x, &sdata2.Data[0].y, sdata2.Data.size(), 0, sdata2.Offset, 2*sizeof(float));
ImPlot::EndPlot();
}
if (ImPlot::BeginPlot("##Rolling", ImVec2(-1,150))) {
ImPlot::SetupAxes(nullptr, nullptr, flags, flags);
ImPlot::SetupAxisLimits(ImAxis_X1,0,history, ImGuiCond_Always);
ImPlot::SetupAxisLimits(ImAxis_Y1,0,1);
ImPlot::PlotLine("Mouse X", &rdata1.Data[0].x, &rdata1.Data[0].y, rdata1.Data.size(), 0, 0, 2 * sizeof(float));
ImPlot::PlotLine("Mouse Y", &rdata2.Data[0].x, &rdata2.Data[0].y, rdata2.Data.size(), 0, 0, 2 * sizeof(float));
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_MarkersAndText() {
static float mk_size = ImPlot::GetStyle().MarkerSize;
static float mk_weight = ImPlot::GetStyle().MarkerWeight;
ImGui::DragFloat("Marker Size",&mk_size,0.1f,2.0f,10.0f,"%.2f px");
ImGui::DragFloat("Marker Weight", &mk_weight,0.05f,0.5f,3.0f,"%.2f px");
if (ImPlot::BeginPlot("##MarkerStyles", ImVec2(-1,0), ImPlotFlags_CanvasOnly)) {
ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(0, 10, 0, 12);
ImS8 xs[2] = {1,4};
ImS8 ys[2] = {10,11};
// filled markers
for (int m = 0; m < ImPlotMarker_COUNT; ++m) {
ImGui::PushID(m);
ImPlot::SetNextMarkerStyle(m, mk_size, IMPLOT_AUTO_COL, mk_weight);
ImPlot::PlotLine("##Filled", xs, ys, 2);
ImGui::PopID();
ys[0]--; ys[1]--;
}
xs[0] = 6; xs[1] = 9; ys[0] = 10; ys[1] = 11;
// open markers
for (int m = 0; m < ImPlotMarker_COUNT; ++m) {
ImGui::PushID(m);
ImPlot::SetNextMarkerStyle(m, mk_size, ImVec4(0,0,0,0), mk_weight);
ImPlot::PlotLine("##Open", xs, ys, 2);
ImGui::PopID();
ys[0]--; ys[1]--;
}
ImPlot::PlotText("Filled Markers", 2.5f, 6.0f);
ImPlot::PlotText("Open Markers", 7.5f, 6.0f);
ImPlot::PushStyleColor(ImPlotCol_InlayText, ImVec4(1,0,1,1));
ImPlot::PlotText("Vertical Text", 5.0f, 6.0f, ImVec2(0,0), ImPlotTextFlags_Vertical);
ImPlot::PopStyleColor();
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_NaNValues() {
static bool include_nan = true;
static ImPlotLineFlags flags = 0;
float data1[5] = {0.0f,0.25f,0.5f,0.75f,1.0f};
float data2[5] = {0.0f,0.25f,0.5f,0.75f,1.0f};
if (include_nan)
data1[2] = NAN;
ImGui::Checkbox("Include NaN",&include_nan);
ImGui::SameLine();
ImGui::CheckboxFlags("Skip NaN", (unsigned int*)&flags, ImPlotLineFlags_SkipNaN);
if (ImPlot::BeginPlot("##NaNValues")) {
ImPlot::SetNextMarkerStyle(ImPlotMarker_Square);
ImPlot::PlotLine("line", data1, data2, 5, flags);
ImPlot::PlotBars("bars", data1, 5);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_LogScale() {
static double xs[1001], ys1[1001], ys2[1001], ys3[1001];
for (int i = 0; i < 1001; ++i) {
xs[i] = i*0.1f;
ys1[i] = sin(xs[i]) + 1;
ys2[i] = log(xs[i]);
ys3[i] = pow(10.0, xs[i]);
}
if (ImPlot::BeginPlot("Log Plot", ImVec2(-1,0))) {
ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Log10);
ImPlot::SetupAxesLimits(0.1, 100, 0, 10);
ImPlot::PlotLine("f(x) = x", xs, xs, 1001);
ImPlot::PlotLine("f(x) = sin(x)+1", xs, ys1, 1001);
ImPlot::PlotLine("f(x) = log(x)", xs, ys2, 1001);
ImPlot::PlotLine("f(x) = 10^x", xs, ys3, 21);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_SymmetricLogScale() {
static double xs[1001], ys1[1001], ys2[1001];
for (int i = 0; i < 1001; ++i) {
xs[i] = i*0.1f-50;
ys1[i] = sin(xs[i]);
ys2[i] = i*0.002 - 1;
}
if (ImPlot::BeginPlot("SymLog Plot", ImVec2(-1,0))) {
ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_SymLog);
ImPlot::PlotLine("f(x) = a*x+b",xs,ys2,1001);
ImPlot::PlotLine("f(x) = sin(x)",xs,ys1,1001);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_TimeScale() {
static double t_min = 1609459200; // 01/01/2021 @ 12:00:00am (UTC)
static double t_max = 1640995200; // 01/01/2022 @ 12:00:00am (UTC)
ImGui::BulletText("When ImPlotAxisFlags_Time is enabled on the X-Axis, values are interpreted as\n"
"UNIX timestamps in seconds and axis labels are formated as date/time.");
ImGui::BulletText("By default, labels are in UTC time but can be set to use local time instead.");
ImGui::Checkbox("Local Time",&ImPlot::GetStyle().UseLocalTime);
ImGui::SameLine();
ImGui::Checkbox("ISO 8601",&ImPlot::GetStyle().UseISO8601);
ImGui::SameLine();
ImGui::Checkbox("24 Hour Clock",&ImPlot::GetStyle().Use24HourClock);
static HugeTimeData* data = nullptr;
if (data == nullptr) {
ImGui::SameLine();
if (ImGui::Button("Generate Huge Data (~500MB!)")) {
static HugeTimeData sdata(t_min);
data = &sdata;
}
}
if (ImPlot::BeginPlot("##Time", ImVec2(-1,0))) {
ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time);
ImPlot::SetupAxesLimits(t_min,t_max,0,1);
if (data != nullptr) {
// downsample our data
int downsample = (int)ImPlot::GetPlotLimits().X.Size() / 1000 + 1;
int start = (int)(ImPlot::GetPlotLimits().X.Min - t_min);
start = start < 0 ? 0 : start > HugeTimeData::Size - 1 ? HugeTimeData::Size - 1 : start;
int end = (int)(ImPlot::GetPlotLimits().X.Max - t_min) + 1000;
end = end < 0 ? 0 : end > HugeTimeData::Size - 1 ? HugeTimeData::Size - 1 : end;
int size = (end - start)/downsample;
// plot it
ImPlot::PlotLine("Time Series", &data->Ts[start], &data->Ys[start], size, 0, 0, sizeof(double)*downsample);
}
// plot time now
double t_now = (double)time(nullptr);
double y_now = HugeTimeData::GetY(t_now);
ImPlot::PlotScatter("Now",&t_now,&y_now,1);
ImPlot::Annotation(t_now,y_now,ImPlot::GetLastItemColor(),ImVec2(10,10),false,"Now");
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
static inline double TransformForward_Sqrt(double v, void*) {
return sqrt(v);
}
static inline double TransformInverse_Sqrt(double v, void*) {
return v*v;
}
void Demo_CustomScale() {
static float v[100];
for (int i = 0; i < 100; ++i) {
v[i] = i*0.01f;
}
if (ImPlot::BeginPlot("Sqrt")) {
ImPlot::SetupAxis(ImAxis_X1, "Linear");
ImPlot::SetupAxis(ImAxis_Y1, "Sqrt");
ImPlot::SetupAxisScale(ImAxis_Y1, TransformForward_Sqrt, TransformInverse_Sqrt);
ImPlot::SetupAxisLimitsConstraints(ImAxis_Y1, 0, INFINITY);
ImPlot::PlotLine("##data",v,v,100);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_MultipleAxes() {
static float xs[1001], xs2[1001], ys1[1001], ys2[1001], ys3[1001];
for (int i = 0; i < 1001; ++i) {
xs[i] = (i*0.1f);
xs2[i] = xs[i] + 10.0f;
ys1[i] = sinf(xs[i]) * 3 + 1;
ys2[i] = cosf(xs[i]) * 0.2f + 0.5f;
ys3[i] = sinf(xs[i]+0.5f) * 100 + 200;
}
static bool x2_axis = true;
static bool y2_axis = true;
static bool y3_axis = true;
ImGui::Checkbox("X-Axis 2", &x2_axis);
ImGui::SameLine();
ImGui::Checkbox("Y-Axis 2", &y2_axis);
ImGui::SameLine();
ImGui::Checkbox("Y-Axis 3", &y3_axis);
ImGui::BulletText("You can drag axes to the opposite side of the plot.");
ImGui::BulletText("Hover over legend items to see which axis they are plotted on.");
if (ImPlot::BeginPlot("Multi-Axis Plot", ImVec2(-1,0))) {
ImPlot::SetupAxes("X-Axis 1", "Y-Axis 1");
ImPlot::SetupAxesLimits(0, 100, 0, 10);
if (x2_axis) {
ImPlot::SetupAxis(ImAxis_X2, "X-Axis 2",ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxisLimits(ImAxis_X2, 0, 100);
}
if (y2_axis) {
ImPlot::SetupAxis(ImAxis_Y2, "Y-Axis 2",ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxisLimits(ImAxis_Y2, 0, 1);
}
if (y3_axis) {
ImPlot::SetupAxis(ImAxis_Y3, "Y-Axis 3",ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxisLimits(ImAxis_Y3, 0, 300);
}
ImPlot::PlotLine("f(x) = x", xs, xs, 1001);
if (x2_axis) {
ImPlot::SetAxes(ImAxis_X2, ImAxis_Y1);
ImPlot::PlotLine("f(x) = sin(x)*3+1", xs2, ys1, 1001);
}
if (y2_axis) {
ImPlot::SetAxes(ImAxis_X1, ImAxis_Y2);
ImPlot::PlotLine("f(x) = cos(x)*.2+.5", xs, ys2, 1001);
}
if (x2_axis && y3_axis) {
ImPlot::SetAxes(ImAxis_X2, ImAxis_Y3);
ImPlot::PlotLine("f(x) = sin(x+.5)*100+200 ", xs2, ys3, 1001);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_LinkedAxes() {
static ImPlotRect lims(0,1,0,1);
static bool linkx = true, linky = true;
int data[2] = {0,1};
ImGui::Checkbox("Link X", &linkx);
ImGui::SameLine();
ImGui::Checkbox("Link Y", &linky);
ImGui::DragScalarN("Limits",ImGuiDataType_Double,&lims.X.Min,4,0.01f);
if (BeginAlignedPlots("AlignedGroup")) {
if (ImPlot::BeginPlot("Plot A")) {
ImPlot::SetupAxisLinks(ImAxis_X1, linkx ? &lims.X.Min : nullptr, linkx ? &lims.X.Max : nullptr);
ImPlot::SetupAxisLinks(ImAxis_Y1, linky ? &lims.Y.Min : nullptr, linky ? &lims.Y.Max : nullptr);
ImPlot::PlotLine("Line",data,2);
ImPlot::EndPlot();
}
if (ImPlot::BeginPlot("Plot B")) {
ImPlot::SetupAxisLinks(ImAxis_X1, linkx ? &lims.X.Min : nullptr, linkx ? &lims.X.Max : nullptr);
ImPlot::SetupAxisLinks(ImAxis_Y1, linky ? &lims.Y.Min : nullptr, linky ? &lims.Y.Max : nullptr);
ImPlot::PlotLine("Line",data,2);
ImPlot::EndPlot();
}
ImPlot::EndAlignedPlots();
}
}
//-----------------------------------------------------------------------------
void Demo_AxisConstraints() {
static float constraints[4] = {-10,10,1,20};
static ImPlotAxisFlags flags;
ImGui::DragFloat2("Limits Constraints", &constraints[0], 0.01f);
ImGui::DragFloat2("Zoom Constraints", &constraints[2], 0.01f);
CHECKBOX_FLAG(flags, ImPlotAxisFlags_PanStretch);
if (ImPlot::BeginPlot("##AxisConstraints",ImVec2(-1,0))) {
ImPlot::SetupAxes("X","Y",flags,flags);
ImPlot::SetupAxesLimits(-1,1,-1,1);
ImPlot::SetupAxisLimitsConstraints(ImAxis_X1,constraints[0], constraints[1]);
ImPlot::SetupAxisZoomConstraints(ImAxis_X1,constraints[2], constraints[3]);
ImPlot::SetupAxisLimitsConstraints(ImAxis_Y1,constraints[0], constraints[1]);
ImPlot::SetupAxisZoomConstraints(ImAxis_Y1,constraints[2], constraints[3]);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_EqualAxes() {
ImGui::BulletText("Equal constraint applies to axis pairs (e.g ImAxis_X1/Y1, ImAxis_X2/Y2)");
static double xs1[360], ys1[360];
for (int i = 0; i < 360; ++i) {
double angle = i * 2 * PI / 359.0;
xs1[i] = cos(angle); ys1[i] = sin(angle);
}
float xs2[] = {-1,0,1,0,-1};
float ys2[] = {0,1,0,-1,0};
if (ImPlot::BeginPlot("##EqualAxes",ImVec2(-1,0),ImPlotFlags_Equal)) {
ImPlot::SetupAxis(ImAxis_X2, nullptr, ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxis(ImAxis_Y2, nullptr, ImPlotAxisFlags_AuxDefault);
ImPlot::PlotLine("Circle",xs1,ys1,360);
ImPlot::SetAxes(ImAxis_X2, ImAxis_Y2);
ImPlot::PlotLine("Diamond",xs2,ys2,5);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_AutoFittingData() {
ImGui::BulletText("The Y-axis has been configured to auto-fit to only the data visible in X-axis range.");
ImGui::BulletText("Zoom and pan the X-axis. Disable Stems to see a difference in fit.");
ImGui::BulletText("If ImPlotAxisFlags_RangeFit is disabled, the axis will fit ALL data.");
static ImPlotAxisFlags xflags = ImPlotAxisFlags_None;
static ImPlotAxisFlags yflags = ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit;
ImGui::TextUnformatted("X: "); ImGui::SameLine();
ImGui::CheckboxFlags("ImPlotAxisFlags_AutoFit##X", (unsigned int*)&xflags, ImPlotAxisFlags_AutoFit); ImGui::SameLine();
ImGui::CheckboxFlags("ImPlotAxisFlags_RangeFit##X", (unsigned int*)&xflags, ImPlotAxisFlags_RangeFit);
ImGui::TextUnformatted("Y: "); ImGui::SameLine();
ImGui::CheckboxFlags("ImPlotAxisFlags_AutoFit##Y", (unsigned int*)&yflags, ImPlotAxisFlags_AutoFit); ImGui::SameLine();
ImGui::CheckboxFlags("ImPlotAxisFlags_RangeFit##Y", (unsigned int*)&yflags, ImPlotAxisFlags_RangeFit);
static double data[101];
srand(0);
for (int i = 0; i < 101; ++i)
data[i] = 1 + sin(i/10.0f);
if (ImPlot::BeginPlot("##DataFitting")) {
ImPlot::SetupAxes("X","Y",xflags,yflags);
ImPlot::PlotLine("Line",data,101);
ImPlot::PlotStems("Stems",data,101);
ImPlot::EndPlot();
};
}
//-----------------------------------------------------------------------------
ImPlotPoint SinewaveGetter(int i, void* data) {
float f = *(float*)data;
return ImPlotPoint(i,sinf(f*i));
}
void Demo_SubplotsSizing() {
static ImPlotSubplotFlags flags = ImPlotSubplotFlags_ShareItems|ImPlotSubplotFlags_NoLegend;
ImGui::CheckboxFlags("ImPlotSubplotFlags_NoResize", (unsigned int*)&flags, ImPlotSubplotFlags_NoResize);
ImGui::CheckboxFlags("ImPlotSubplotFlags_NoTitle", (unsigned int*)&flags, ImPlotSubplotFlags_NoTitle);
static int rows = 3;
static int cols = 3;
ImGui::SliderInt("Rows",&rows,1,5);
ImGui::SliderInt("Cols",&cols,1,5);
if (rows < 1 || cols < 1) {
ImGui::TextColored(ImVec4(1,0,0,1), "Nice try, but the number of rows and columns must be greater than 0!");
return;
}
static float rratios[] = {5,1,1,1,1,1};
static float cratios[] = {5,1,1,1,1,1};
ImGui::DragScalarN("Row Ratios",ImGuiDataType_Float,rratios,rows,0.01f,nullptr);
ImGui::DragScalarN("Col Ratios",ImGuiDataType_Float,cratios,cols,0.01f,nullptr);
if (ImPlot::BeginSubplots("My Subplots", rows, cols, ImVec2(-1,400), flags, rratios, cratios)) {
int id = 0;
for (int i = 0; i < rows*cols; ++i) {
if (ImPlot::BeginPlot("",ImVec2(),ImPlotFlags_NoLegend)) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations);
float fi = 0.01f * (i+1);
if (rows*cols > 1) {
ImPlot::SetNextLineStyle(SampleColormap((float)i/(float)(rows*cols-1),ImPlotColormap_Jet));
}
char label[16];
snprintf(label, sizeof(label), "data%d", id++);
ImPlot::PlotLineG(label,SinewaveGetter,&fi,1000);
ImPlot::EndPlot();
}
}
ImPlot::EndSubplots();
}
}
//-----------------------------------------------------------------------------
void Demo_SubplotItemSharing() {
static ImPlotSubplotFlags flags = ImPlotSubplotFlags_ShareItems;
ImGui::CheckboxFlags("ImPlotSubplotFlags_ShareItems", (unsigned int*)&flags, ImPlotSubplotFlags_ShareItems);
ImGui::CheckboxFlags("ImPlotSubplotFlags_ColMajor", (unsigned int*)&flags, ImPlotSubplotFlags_ColMajor);
ImGui::BulletText("Drag and drop items from the legend onto plots (except for 'common')");
static int rows = 2;
static int cols = 3;
static int id[] = {0,1,2,3,4,5};
static int curj = -1;
if (ImPlot::BeginSubplots("##ItemSharing", rows, cols, ImVec2(-1,400), flags)) {
ImPlot::SetupLegend(ImPlotLocation_South, ImPlotLegendFlags_Sort|ImPlotLegendFlags_Horizontal);
for (int i = 0; i < rows*cols; ++i) {
if (ImPlot::BeginPlot("")) {
float fc = 0.01f;
ImPlot::PlotLineG("common",SinewaveGetter,&fc,1000);
for (int j = 0; j < 6; ++j) {
if (id[j] == i) {
char label[8];
float fj = 0.01f * (j+2);
snprintf(label, sizeof(label), "data%d", j);
ImPlot::PlotLineG(label,SinewaveGetter,&fj,1000);
if (ImPlot::BeginDragDropSourceItem(label)) {
curj = j;
ImGui::SetDragDropPayload("MY_DND",nullptr,0);
ImPlot::ItemIcon(GetLastItemColor()); ImGui::SameLine();
ImGui::TextUnformatted(label);
ImPlot::EndDragDropSource();
}
}
}
if (ImPlot::BeginDragDropTargetPlot()) {
if (ImGui::AcceptDragDropPayload("MY_DND"))
id[curj] = i;
ImPlot::EndDragDropTarget();
}
ImPlot::EndPlot();
}
}
ImPlot::EndSubplots();
}
}
//-----------------------------------------------------------------------------
void Demo_SubplotAxisLinking() {
static ImPlotSubplotFlags flags = ImPlotSubplotFlags_LinkRows | ImPlotSubplotFlags_LinkCols;
ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkRows", (unsigned int*)&flags, ImPlotSubplotFlags_LinkRows);
ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkCols", (unsigned int*)&flags, ImPlotSubplotFlags_LinkCols);
ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkAllX", (unsigned int*)&flags, ImPlotSubplotFlags_LinkAllX);
ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkAllY", (unsigned int*)&flags, ImPlotSubplotFlags_LinkAllY);
static int rows = 2;
static int cols = 2;
if (ImPlot::BeginSubplots("##AxisLinking", rows, cols, ImVec2(-1,400), flags)) {
for (int i = 0; i < rows*cols; ++i) {
if (ImPlot::BeginPlot("")) {
ImPlot::SetupAxesLimits(0,1000,-1,1);
float fc = 0.01f;
ImPlot::PlotLineG("common",SinewaveGetter,&fc,1000);
ImPlot::EndPlot();
}
}
ImPlot::EndSubplots();
}
}
//-----------------------------------------------------------------------------
void Demo_LegendOptions() {
static ImPlotLocation loc = ImPlotLocation_East;
ImGui::CheckboxFlags("North", (unsigned int*)&loc, ImPlotLocation_North); ImGui::SameLine();
ImGui::CheckboxFlags("South", (unsigned int*)&loc, ImPlotLocation_South); ImGui::SameLine();
ImGui::CheckboxFlags("West", (unsigned int*)&loc, ImPlotLocation_West); ImGui::SameLine();
ImGui::CheckboxFlags("East", (unsigned int*)&loc, ImPlotLocation_East);
static ImPlotLegendFlags flags = 0;
CHECKBOX_FLAG(flags, ImPlotLegendFlags_Horizontal);
CHECKBOX_FLAG(flags, ImPlotLegendFlags_Outside);
CHECKBOX_FLAG(flags, ImPlotLegendFlags_Sort);
ImGui::SliderFloat2("LegendPadding", (float*)&GetStyle().LegendPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("LegendInnerPadding", (float*)&GetStyle().LegendInnerPadding, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat2("LegendSpacing", (float*)&GetStyle().LegendSpacing, 0.0f, 5.0f, "%.0f");
static int num_dummy_items = 25;
ImGui::SliderInt("Num Dummy Items (Demo Scrolling)", &num_dummy_items, 0, 100);
if (ImPlot::BeginPlot("##Legend",ImVec2(-1,0))) {
ImPlot::SetupLegend(loc, flags);
static MyImPlot::WaveData data1(0.001, 0.2, 4, 0.2);
static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.4);
static MyImPlot::WaveData data3(0.001, 0.2, 4, 0.6);
static MyImPlot::WaveData data4(0.001, 0.2, 4, 0.8);
static MyImPlot::WaveData data5(0.001, 0.2, 4, 1.0);
ImPlot::PlotLineG("Item 002", MyImPlot::SawWave, &data1, 1000); // "Item B" added to legend
ImPlot::PlotLineG("Item 001##IDText", MyImPlot::SawWave, &data2, 1000); // "Item A" added to legend, text after ## used for ID only
ImPlot::PlotLineG("##NotListed", MyImPlot::SawWave, &data3, 1000); // plotted, but not added to legend
ImPlot::PlotLineG("Item 003", MyImPlot::SawWave, &data4, 1000); // "Item C" added to legend
ImPlot::PlotLineG("Item 003", MyImPlot::SawWave, &data5, 1000); // combined with previous "Item C"
for (int i = 0; i < num_dummy_items; ++i) {
char label[16];
snprintf(label, sizeof(label), "Item %03d", i+4);
ImPlot::PlotDummy(label);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_DragPoints() {
ImGui::BulletText("Click and drag each point.");
static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None;
ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine();
ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine();
ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs);
ImPlotAxisFlags ax_flags = ImPlotAxisFlags_NoTickLabels | ImPlotAxisFlags_NoTickMarks;
bool clicked[4] = {false, false, false, false};
bool hovered[4] = {false, false, false, false};
bool held[4] = {false, false, false, false};
if (ImPlot::BeginPlot("##Bezier",ImVec2(-1,0),ImPlotFlags_CanvasOnly)) {
ImPlot::SetupAxes(nullptr,nullptr,ax_flags,ax_flags);
ImPlot::SetupAxesLimits(0,1,0,1);
static ImPlotPoint P[] = {ImPlotPoint(.05f,.05f), ImPlotPoint(0.2,0.4), ImPlotPoint(0.8,0.6), ImPlotPoint(.95f,.95f)};
ImPlot::DragPoint(0,&P[0].x,&P[0].y, ImVec4(0,0.9f,0,1),4,flags, &clicked[0], &hovered[0], &held[0]);
ImPlot::DragPoint(1,&P[1].x,&P[1].y, ImVec4(1,0.5f,1,1),4,flags, &clicked[1], &hovered[1], &held[1]);
ImPlot::DragPoint(2,&P[2].x,&P[2].y, ImVec4(0,0.5f,1,1),4,flags, &clicked[2], &hovered[2], &held[2]);
ImPlot::DragPoint(3,&P[3].x,&P[3].y, ImVec4(0,0.9f,0,1),4,flags, &clicked[3], &hovered[3], &held[3]);
static ImPlotPoint B[100];
for (int i = 0; i < 100; ++i) {
double t = i / 99.0;
double u = 1 - t;
double w1 = u*u*u;
double w2 = 3*u*u*t;
double w3 = 3*u*t*t;
double w4 = t*t*t;
B[i] = ImPlotPoint(w1*P[0].x + w2*P[1].x + w3*P[2].x + w4*P[3].x, w1*P[0].y + w2*P[1].y + w3*P[2].y + w4*P[3].y);
}
ImPlot::SetNextLineStyle(ImVec4(1,0.5f,1,1),hovered[1]||held[1] ? 2.0f : 1.0f);
ImPlot::PlotLine("##h1",&P[0].x, &P[0].y, 2, 0, 0, sizeof(ImPlotPoint));
ImPlot::SetNextLineStyle(ImVec4(0,0.5f,1,1), hovered[2]||held[2] ? 2.0f : 1.0f);
ImPlot::PlotLine("##h2",&P[2].x, &P[2].y, 2, 0, 0, sizeof(ImPlotPoint));
ImPlot::SetNextLineStyle(ImVec4(0,0.9f,0,1), hovered[0]||held[0]||hovered[3]||held[3] ? 3.0f : 2.0f);
ImPlot::PlotLine("##bez",&B[0].x, &B[0].y, 100, 0, 0, sizeof(ImPlotPoint));
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_DragLines() {
ImGui::BulletText("Click and drag the horizontal and vertical lines.");
static double x1 = 0.2;
static double x2 = 0.8;
static double y1 = 0.25;
static double y2 = 0.75;
static double f = 0.1;
bool clicked = false;
bool hovered = false;
bool held = false;
static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None;
ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine();
ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine();
ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs);
if (ImPlot::BeginPlot("##lines",ImVec2(-1,0))) {
ImPlot::SetupAxesLimits(0,1,0,1);
ImPlot::DragLineX(0,&x1,ImVec4(1,1,1,1),1,flags);
ImPlot::DragLineX(1,&x2,ImVec4(1,1,1,1),1,flags);
ImPlot::DragLineY(2,&y1,ImVec4(1,1,1,1),1,flags);
ImPlot::DragLineY(3,&y2,ImVec4(1,1,1,1),1,flags);
double xs[1000], ys[1000];
for (int i = 0; i < 1000; ++i) {
xs[i] = (x2+x1)/2+fabs(x2-x1)*(i/1000.0f - 0.5f);
ys[i] = (y1+y2)/2+fabs(y2-y1)/2*sin(f*i/10);
}
ImPlot::DragLineY(120482,&f,ImVec4(1,0.5f,1,1),1,flags, &clicked, &hovered, &held);
ImPlot::SetNextLineStyle(IMPLOT_AUTO_COL, hovered||held ? 2.0f : 1.0f);
ImPlot::PlotLine("Interactive Data", xs, ys, 1000);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_DragRects() {
static float x_data[512];
static float y_data1[512];
static float y_data2[512];
static float y_data3[512];
static float sampling_freq = 44100;
static float freq = 500;
bool clicked = false;
bool hovered = false;
bool held = false;
for (size_t i = 0; i < 512; ++i) {
const float t = i / sampling_freq;
x_data[i] = t;
const float arg = 2 * 3.14f * freq * t;
y_data1[i] = sinf(arg);
y_data2[i] = y_data1[i] * -0.6f + sinf(2 * arg) * 0.4f;
y_data3[i] = y_data2[i] * -0.6f + sinf(3 * arg) * 0.4f;
}
ImGui::BulletText("Click and drag the edges, corners, and center of the rect.");
ImGui::BulletText("Double click edges to expand rect to plot extents.");
static ImPlotRect rect(0.0025,0.0045,0,0.5);
static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None;
ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine();
ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine();
ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs);
if (ImPlot::BeginPlot("##Main",ImVec2(-1,150))) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoTickLabels,ImPlotAxisFlags_NoTickLabels);
ImPlot::SetupAxesLimits(0,0.01,-1,1);
ImPlot::PlotLine("Signal 1", x_data, y_data1, 512);
ImPlot::PlotLine("Signal 2", x_data, y_data2, 512);
ImPlot::PlotLine("Signal 3", x_data, y_data3, 512);
ImPlot::DragRect(0,&rect.X.Min,&rect.Y.Min,&rect.X.Max,&rect.Y.Max,ImVec4(1,0,1,1),flags, &clicked, &hovered, &held);
ImPlot::EndPlot();
}
ImVec4 bg_col = held ? ImVec4(0.5f,0,0.5f,1) : (hovered ? ImVec4(0.25f,0,0.25f,1) : ImPlot::GetStyle().Colors[ImPlotCol_PlotBg]);
ImPlot::PushStyleColor(ImPlotCol_PlotBg, bg_col);
if (ImPlot::BeginPlot("##rect",ImVec2(-1,150), ImPlotFlags_CanvasOnly)) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(rect.X.Min, rect.X.Max, rect.Y.Min, rect.Y.Max, ImGuiCond_Always);
ImPlot::PlotLine("Signal 1", x_data, y_data1, 512);
ImPlot::PlotLine("Signal 2", x_data, y_data2, 512);
ImPlot::PlotLine("Signal 3", x_data, y_data3, 512);
ImPlot::EndPlot();
}
ImPlot::PopStyleColor();
ImGui::Text("Rect is %sclicked, %shovered, %sheld", clicked ? "" : "not ", hovered ? "" : "not ", held ? "" : "not ");
}
//-----------------------------------------------------------------------------
ImPlotPoint FindCentroid(const ImVector<ImPlotPoint>& data, const ImPlotRect& bounds, int& cnt) {
cnt = 0;
ImPlotPoint avg;
ImPlotRect bounds_fixed;
bounds_fixed.X.Min = bounds.X.Min < bounds.X.Max ? bounds.X.Min : bounds.X.Max;
bounds_fixed.X.Max = bounds.X.Min < bounds.X.Max ? bounds.X.Max : bounds.X.Min;
bounds_fixed.Y.Min = bounds.Y.Min < bounds.Y.Max ? bounds.Y.Min : bounds.Y.Max;
bounds_fixed.Y.Max = bounds.Y.Min < bounds.Y.Max ? bounds.Y.Max : bounds.Y.Min;
for (int i = 0; i < data.size(); ++i) {
if (bounds_fixed.Contains(data[i].x, data[i].y)) {
avg.x += data[i].x;
avg.y += data[i].y;
cnt++;
}
}
if (cnt > 0) {
avg.x = avg.x / cnt;
avg.y = avg.y / cnt;
}
return avg;
}
//-----------------------------------------------------------------------------
void Demo_Querying() {
static ImVector<ImPlotPoint> data;
static ImVector<ImPlotRect> rects;
static ImPlotRect limits, select;
static bool init = true;
if (init) {
for (int i = 0; i < 50; ++i)
{
double x = RandomRange(0.1, 0.9);
double y = RandomRange(0.1, 0.9);
data.push_back(ImPlotPoint(x,y));
}
init = false;
}
ImGui::BulletText("Box select and left click mouse to create a new query rect.");
ImGui::BulletText("Ctrl + click in the plot area to draw points.");
if (ImGui::Button("Clear Queries"))
rects.shrink(0);
if (ImPlot::BeginPlot("##Centroid")) {
ImPlot::SetupAxesLimits(0,1,0,1);
if (ImPlot::IsPlotHovered() && ImGui::IsMouseClicked(0) && ImGui::GetIO().KeyCtrl) {
ImPlotPoint pt = ImPlot::GetPlotMousePos();
data.push_back(pt);
}
ImPlot::PlotScatter("Points", &data[0].x, &data[0].y, data.size(), 0, 0, 2 * sizeof(double));
if (ImPlot::IsPlotSelected()) {
select = ImPlot::GetPlotSelection();
int cnt;
ImPlotPoint centroid = FindCentroid(data,select,cnt);
if (cnt > 0) {
ImPlot::SetNextMarkerStyle(ImPlotMarker_Square,6);
ImPlot::PlotScatter("Centroid", ¢roid.x, ¢roid.y, 1);
}
if (ImGui::IsMouseClicked(ImPlot::GetInputMap().SelectCancel)) {
CancelPlotSelection();
rects.push_back(select);
}
}
for (int i = 0; i < rects.size(); ++i) {
int cnt;
ImPlotPoint centroid = FindCentroid(data,rects[i],cnt);
if (cnt > 0) {
ImPlot::SetNextMarkerStyle(ImPlotMarker_Square,6);
ImPlot::PlotScatter("Centroid", ¢roid.x, ¢roid.y, 1);
}
ImPlot::DragRect(i,&rects[i].X.Min,&rects[i].Y.Min,&rects[i].X.Max,&rects[i].Y.Max,ImVec4(1,0,1,1));
}
limits = ImPlot::GetPlotLimits();
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_Annotations() {
static bool clamp = false;
ImGui::Checkbox("Clamp",&clamp);
if (ImPlot::BeginPlot("##Annotations")) {
ImPlot::SetupAxesLimits(0,2,0,1);
static float p[] = {0.25f, 0.25f, 0.75f, 0.75f, 0.25f};
ImPlot::PlotScatter("##Points",&p[0],&p[1],4);
ImVec4 col = GetLastItemColor();
ImPlot::Annotation(0.25,0.25,col,ImVec2(-15,15),clamp,"BL");
ImPlot::Annotation(0.75,0.25,col,ImVec2(15,15),clamp,"BR");
ImPlot::Annotation(0.75,0.75,col,ImVec2(15,-15),clamp,"TR");
ImPlot::Annotation(0.25,0.75,col,ImVec2(-15,-15),clamp,"TL");
ImPlot::Annotation(0.5,0.5,col,ImVec2(0,0),clamp,"Center");
ImPlot::Annotation(1.25,0.75,ImVec4(0,1,0,1),ImVec2(0,0),clamp);
float bx[] = {1.2f,1.5f,1.8f};
float by[] = {0.25f, 0.5f, 0.75f};
ImPlot::PlotBars("##Bars",bx,by,3,0.2);
for (int i = 0; i < 3; ++i)
ImPlot::Annotation(bx[i],by[i],ImVec4(0,0,0,0),ImVec2(0,-5),clamp,"B[%d]=%.2f",i,by[i]);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_Tags() {
static bool show = true;
ImGui::Checkbox("Show Tags",&show);
if (ImPlot::BeginPlot("##Tags")) {
ImPlot::SetupAxis(ImAxis_X2);
ImPlot::SetupAxis(ImAxis_Y2);
if (show) {
ImPlot::TagX(0.25, ImVec4(1,1,0,1));
ImPlot::TagY(0.75, ImVec4(1,1,0,1));
static double drag_tag = 0.25;
ImPlot::DragLineY(0,&drag_tag,ImVec4(1,0,0,1),1,ImPlotDragToolFlags_NoFit);
ImPlot::TagY(drag_tag, ImVec4(1,0,0,1), "Drag");
SetAxes(ImAxis_X2, ImAxis_Y2);
ImPlot::TagX(0.5, ImVec4(0,1,1,1), "%s", "MyTag");
ImPlot::TagY(0.5, ImVec4(0,1,1,1), "Tag: %d", 42);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_DragAndDrop() {
ImGui::BulletText("Drag/drop items from the left column.");
ImGui::BulletText("Drag/drop items between plots.");
ImGui::Indent();
ImGui::BulletText("Plot 1 Targets: Plot, Y-Axes, Legend");
ImGui::BulletText("Plot 1 Sources: Legend Item Labels");
ImGui::BulletText("Plot 2 Targets: Plot, X-Axis, Y-Axis");
ImGui::BulletText("Plot 2 Sources: Plot, X-Axis, Y-Axis (hold Ctrl)");
ImGui::Unindent();
// convenience struct to manage DND items; do this however you like
struct MyDndItem {
int Idx;
int Plt;
ImAxis Yax;
char Label[16];
ImVector<ImVec2> Data;
ImVec4 Color;
MyDndItem() {
static int i = 0;
Idx = i++;
Plt = 0;
Yax = ImAxis_Y1;
snprintf(Label, sizeof(Label), "%02d Hz", Idx+1);
Color = RandomColor();
Data.reserve(1001);
for (int k = 0; k < 1001; ++k) {
float t = k * 1.0f / 999;
Data.push_back(ImVec2(t, 0.5f + 0.5f * sinf(2*3.14f*t*(Idx+1))));
}
}
void Reset() { Plt = 0; Yax = ImAxis_Y1; }
};
const int k_dnd = 20;
static MyDndItem dnd[k_dnd];
static MyDndItem* dndx = nullptr; // for plot 2
static MyDndItem* dndy = nullptr; // for plot 2
// child window to serve as initial source for our DND items
ImGui::BeginChild("DND_LEFT",ImVec2(100,400));
if (ImGui::Button("Reset Data")) {
for (int k = 0; k < k_dnd; ++k)
dnd[k].Reset();
dndx = dndy = nullptr;
}
for (int k = 0; k < k_dnd; ++k) {
if (dnd[k].Plt > 0)
continue;
ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine();
ImGui::Selectable(dnd[k].Label, false, 0, ImVec2(100, 0));
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) {
ImGui::SetDragDropPayload("MY_DND", &k, sizeof(int));
ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine();
ImGui::TextUnformatted(dnd[k].Label);
ImGui::EndDragDropSource();
}
}
ImGui::EndChild();
if (ImGui::BeginDragDropTarget()) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dnd[i].Reset();
}
ImGui::EndDragDropTarget();
}
ImGui::SameLine();
ImGui::BeginChild("DND_RIGHT",ImVec2(-1,400));
// plot 1 (time series)
ImPlotAxisFlags flags = ImPlotAxisFlags_NoTickLabels | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoHighlight;
if (ImPlot::BeginPlot("##DND1", ImVec2(-1,195))) {
ImPlot::SetupAxis(ImAxis_X1, nullptr, flags|ImPlotAxisFlags_Lock);
ImPlot::SetupAxis(ImAxis_Y1, "[drop here]", flags);
ImPlot::SetupAxis(ImAxis_Y2, "[drop here]", flags|ImPlotAxisFlags_Opposite);
ImPlot::SetupAxis(ImAxis_Y3, "[drop here]", flags|ImPlotAxisFlags_Opposite);
for (int k = 0; k < k_dnd; ++k) {
if (dnd[k].Plt == 1 && dnd[k].Data.size() > 0) {
ImPlot::SetAxis(dnd[k].Yax);
ImPlot::SetNextLineStyle(dnd[k].Color);
ImPlot::PlotLine(dnd[k].Label, &dnd[k].Data[0].x, &dnd[k].Data[0].y, dnd[k].Data.size(), 0, 0, 2 * sizeof(float));
// allow legend item labels to be DND sources
if (ImPlot::BeginDragDropSourceItem(dnd[k].Label)) {
ImGui::SetDragDropPayload("MY_DND", &k, sizeof(int));
ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine();
ImGui::TextUnformatted(dnd[k].Label);
ImPlot::EndDragDropSource();
}
}
}
// allow the main plot area to be a DND target
if (ImPlot::BeginDragDropTargetPlot()) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = ImAxis_Y1;
}
ImPlot::EndDragDropTarget();
}
// allow each y-axis to be a DND target
for (int y = ImAxis_Y1; y <= ImAxis_Y3; ++y) {
if (ImPlot::BeginDragDropTargetAxis(y)) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = y;
}
ImPlot::EndDragDropTarget();
}
}
// allow the legend to be a DND target
if (ImPlot::BeginDragDropTargetLegend()) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = ImAxis_Y1;
}
ImPlot::EndDragDropTarget();
}
ImPlot::EndPlot();
}
// plot 2 (Lissajous)
if (ImPlot::BeginPlot("##DND2", ImVec2(-1,195))) {
ImPlot::PushStyleColor(ImPlotCol_AxisBg, dndx != nullptr ? dndx->Color : ImPlot::GetStyle().Colors[ImPlotCol_AxisBg]);
ImPlot::SetupAxis(ImAxis_X1, dndx == nullptr ? "[drop here]" : dndx->Label, flags);
ImPlot::PushStyleColor(ImPlotCol_AxisBg, dndy != nullptr ? dndy->Color : ImPlot::GetStyle().Colors[ImPlotCol_AxisBg]);
ImPlot::SetupAxis(ImAxis_Y1, dndy == nullptr ? "[drop here]" : dndy->Label, flags);
ImPlot::PopStyleColor(2);
if (dndx != nullptr && dndy != nullptr) {
ImVec4 mixed((dndx->Color.x + dndy->Color.x)/2,(dndx->Color.y + dndy->Color.y)/2,(dndx->Color.z + dndy->Color.z)/2,(dndx->Color.w + dndy->Color.w)/2);
ImPlot::SetNextLineStyle(mixed);
ImPlot::PlotLine("##dndxy", &dndx->Data[0].y, &dndy->Data[0].y, dndx->Data.size(), 0, 0, 2 * sizeof(float));
}
// allow the x-axis to be a DND target
if (ImPlot::BeginDragDropTargetAxis(ImAxis_X1)) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dndx = &dnd[i];
}
ImPlot::EndDragDropTarget();
}
// allow the x-axis to be a DND source
if (dndx != nullptr && ImPlot::BeginDragDropSourceAxis(ImAxis_X1)) {
ImGui::SetDragDropPayload("MY_DND", &dndx->Idx, sizeof(int));
ImPlot::ItemIcon(dndx->Color); ImGui::SameLine();
ImGui::TextUnformatted(dndx->Label);
ImPlot::EndDragDropSource();
}
// allow the y-axis to be a DND target
if (ImPlot::BeginDragDropTargetAxis(ImAxis_Y1)) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dndy = &dnd[i];
}
ImPlot::EndDragDropTarget();
}
// allow the y-axis to be a DND source
if (dndy != nullptr && ImPlot::BeginDragDropSourceAxis(ImAxis_Y1)) {
ImGui::SetDragDropPayload("MY_DND", &dndy->Idx, sizeof(int));
ImPlot::ItemIcon(dndy->Color); ImGui::SameLine();
ImGui::TextUnformatted(dndy->Label);
ImPlot::EndDragDropSource();
}
// allow the plot area to be a DND target
if (ImPlot::BeginDragDropTargetPlot()) {
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) {
int i = *(int*)payload->Data; dndx = dndy = &dnd[i];
}
}
// allow the plot area to be a DND source
if (ImPlot::BeginDragDropSourcePlot()) {
ImGui::TextUnformatted("Yes, you can\ndrag this!");
ImPlot::EndDragDropSource();
}
ImPlot::EndPlot();
}
ImGui::EndChild();
}
//-----------------------------------------------------------------------------
void Demo_Tables() {
#ifdef IMGUI_HAS_TABLE
static ImGuiTableFlags flags = ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV |
ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable;
static bool anim = true;
static int offset = 0;
ImGui::BulletText("Plots can be used inside of ImGui tables as another means of creating subplots.");
ImGui::Checkbox("Animate",&anim);
if (anim)
offset = (offset + 1) % 100;
if (ImGui::BeginTable("##table", 3, flags, ImVec2(-1,0))) {
ImGui::TableSetupColumn("Electrode", ImGuiTableColumnFlags_WidthFixed, 75.0f);
ImGui::TableSetupColumn("Voltage", ImGuiTableColumnFlags_WidthFixed, 75.0f);
ImGui::TableSetupColumn("EMG Signal");
ImGui::TableHeadersRow();
ImPlot::PushColormap(ImPlotColormap_Cool);
for (int row = 0; row < 10; row++) {
ImGui::TableNextRow();
static float data[100];
srand(row);
for (int i = 0; i < 100; ++i)
data[i] = RandomRange(0.0f,10.0f);
ImGui::TableSetColumnIndex(0);
ImGui::Text("EMG %d", row);
ImGui::TableSetColumnIndex(1);
ImGui::Text("%.3f V", data[offset]);
ImGui::TableSetColumnIndex(2);
ImGui::PushID(row);
MyImPlot::Sparkline("##spark",data,100,0,11.0f,offset,ImPlot::GetColormapColor(row),ImVec2(-1, 35));
ImGui::PopID();
}
ImPlot::PopColormap();
ImGui::EndTable();
}
#else
ImGui::BulletText("You need to merge the ImGui 'tables' branch for this section.");
#endif
}
//-----------------------------------------------------------------------------
void Demo_OffsetAndStride() {
static const int k_circles = 11;
static const int k_points_per = 50;
static const int k_size = 2 * k_points_per * k_circles;
static double interleaved_data[k_size];
for (int p = 0; p < k_points_per; ++p) {
for (int c = 0; c < k_circles; ++c) {
double r = (double)c / (k_circles - 1) * 0.2 + 0.2;
interleaved_data[p*2*k_circles + 2*c + 0] = 0.5 + r * cos((double)p/k_points_per * 6.28);
interleaved_data[p*2*k_circles + 2*c + 1] = 0.5 + r * sin((double)p/k_points_per * 6.28);
}
}
static int offset = 0;
ImGui::BulletText("Offsetting is useful for realtime plots (see above) and circular buffers.");
ImGui::BulletText("Striding is useful for interleaved data (e.g. audio) or plotting structs.");
ImGui::BulletText("Here, all circle data is stored in a single interleaved buffer:");
ImGui::BulletText("[c0.x0 c0.y0 ... cn.x0 cn.y0 c0.x1 c0.y1 ... cn.x1 cn.y1 ... cn.xm cn.ym]");
ImGui::BulletText("The offset value indicates which circle point index is considered the first.");
ImGui::BulletText("Offsets can be negative and/or larger than the actual data count.");
ImGui::SliderInt("Offset", &offset, -2*k_points_per, 2*k_points_per);
if (ImPlot::BeginPlot("##strideoffset",ImVec2(-1,0),ImPlotFlags_Equal)) {
ImPlot::PushColormap(ImPlotColormap_Jet);
char buff[32];
for (int c = 0; c < k_circles; ++c) {
snprintf(buff, sizeof(buff), "Circle %d", c);
ImPlot::PlotLine(buff, &interleaved_data[c*2 + 0], &interleaved_data[c*2 + 1], k_points_per, 0, offset, 2*k_circles*sizeof(double));
}
ImPlot::EndPlot();
ImPlot::PopColormap();
}
// offset++; uncomment for animation!
}
//-----------------------------------------------------------------------------
void Demo_CustomDataAndGetters() {
ImGui::BulletText("You can plot custom structs using the stride feature.");
ImGui::BulletText("Most plotters can also be passed a function pointer for getting data.");
ImGui::Indent();
ImGui::BulletText("You can optionally pass user data to be given to your getter function.");
ImGui::BulletText("C++ lambdas can be passed as function pointers as well!");
ImGui::Unindent();
MyImPlot::Vector2f vec2_data[2] = { MyImPlot::Vector2f(0,0), MyImPlot::Vector2f(1,1) };
if (ImPlot::BeginPlot("##Custom Data")) {
// custom structs using stride example:
ImPlot::PlotLine("Vector2f", &vec2_data[0].x, &vec2_data[0].y, 2, 0, 0, sizeof(MyImPlot::Vector2f) /* or sizeof(float) * 2 */);
// custom getter example 1:
ImPlot::PlotLineG("Spiral", MyImPlot::Spiral, nullptr, 1000);
// custom getter example 2:
static MyImPlot::WaveData data1(0.001, 0.2, 2, 0.75);
static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.25);
ImPlot::PlotLineG("Waves", MyImPlot::SineWave, &data1, 1000);
ImPlot::PlotLineG("Waves", MyImPlot::SawWave, &data2, 1000);
ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f);
ImPlot::PlotShadedG("Waves", MyImPlot::SineWave, &data1, MyImPlot::SawWave, &data2, 1000);
ImPlot::PopStyleVar();
// you can also pass C++ lambdas:
// auto lamda = [](void* data, int idx) { ... return ImPlotPoint(x,y); };
// ImPlot::PlotLine("My Lambda", lambda, data, 1000);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
int MetricFormatter(double value, char* buff, int size, void* data) {
const char* unit = (const char*)data;
static double v[] = {1000000000,1000000,1000,1,0.001,0.000001,0.000000001};
static const char* p[] = {"G","M","k","","m","u","n"};
if (value == 0) {
return snprintf(buff,size,"0 %s", unit);
}
for (int i = 0; i < 7; ++i) {
if (fabs(value) >= v[i]) {
return snprintf(buff,size,"%g %s%s",value/v[i],p[i],unit);
}
}
return snprintf(buff,size,"%g %s%s",value/v[6],p[6],unit);
}
void Demo_TickLabels() {
static bool custom_fmt = true;
static bool custom_ticks = false;
static bool custom_labels = true;
ImGui::Checkbox("Show Custom Format", &custom_fmt);
ImGui::SameLine();
ImGui::Checkbox("Show Custom Ticks", &custom_ticks);
if (custom_ticks) {
ImGui::SameLine();
ImGui::Checkbox("Show Custom Labels", &custom_labels);
}
const double pi = 3.14;
const char* pi_str[] = {"PI"};
static double yticks[] = {100,300,700,900};
static const char* ylabels[] = {"One","Three","Seven","Nine"};
static double yticks_aux[] = {0.2,0.4,0.6};
static const char* ylabels_aux[] = {"A","B","C","D","E","F"};
if (ImPlot::BeginPlot("##Ticks")) {
ImPlot::SetupAxesLimits(2.5,5,0,1000);
ImPlot::SetupAxis(ImAxis_Y2, nullptr, ImPlotAxisFlags_AuxDefault);
ImPlot::SetupAxis(ImAxis_Y3, nullptr, ImPlotAxisFlags_AuxDefault);
if (custom_fmt) {
ImPlot::SetupAxisFormat(ImAxis_X1, "%g ms");
ImPlot::SetupAxisFormat(ImAxis_Y1, MetricFormatter, (void*)"Hz");
ImPlot::SetupAxisFormat(ImAxis_Y2, "%g dB");
ImPlot::SetupAxisFormat(ImAxis_Y3, MetricFormatter, (void*)"m");
}
if (custom_ticks) {
ImPlot::SetupAxisTicks(ImAxis_X1, &pi,1,custom_labels ? pi_str : nullptr, true);
ImPlot::SetupAxisTicks(ImAxis_Y1, yticks, 4, custom_labels ? ylabels : nullptr, false);
ImPlot::SetupAxisTicks(ImAxis_Y2, yticks_aux, 3, custom_labels ? ylabels_aux : nullptr, false);
ImPlot::SetupAxisTicks(ImAxis_Y3, 0, 1, 6, custom_labels ? ylabels_aux : nullptr, false);
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_CustomStyles() {
ImPlot::PushColormap(ImPlotColormap_Deep);
// normally you wouldn't change the entire style each frame
ImPlotStyle backup = ImPlot::GetStyle();
MyImPlot::StyleSeaborn();
if (ImPlot::BeginPlot("seaborn style")) {
ImPlot::SetupAxes( "x-axis", "y-axis");
ImPlot::SetupAxesLimits(-0.5f, 9.5f, 0, 10);
unsigned int lin[10] = {8,8,9,7,8,8,8,9,7,8};
unsigned int bar[10] = {1,2,5,3,4,1,2,5,3,4};
unsigned int dot[10] = {7,6,6,7,8,5,6,5,8,7};
ImPlot::PlotBars("Bars", bar, 10, 0.5f);
ImPlot::PlotLine("Line", lin, 10);
ImPlot::NextColormapColor(); // skip green
ImPlot::PlotScatter("Scatter", dot, 10);
ImPlot::EndPlot();
}
ImPlot::GetStyle() = backup;
ImPlot::PopColormap();
}
//-----------------------------------------------------------------------------
void Demo_CustomRendering() {
if (ImPlot::BeginPlot("##CustomRend")) {
ImVec2 cntr = ImPlot::PlotToPixels(ImPlotPoint(0.5f, 0.5f));
ImVec2 rmin = ImPlot::PlotToPixels(ImPlotPoint(0.25f, 0.75f));
ImVec2 rmax = ImPlot::PlotToPixels(ImPlotPoint(0.75f, 0.25f));
ImPlot::PushPlotClipRect();
ImPlot::GetPlotDrawList()->AddCircleFilled(cntr,20,IM_COL32(255,255,0,255),20);
ImPlot::GetPlotDrawList()->AddRect(rmin, rmax, IM_COL32(128,0,255,255));
ImPlot::PopPlotClipRect();
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_LegendPopups() {
ImGui::BulletText("You can implement legend context menus to inject per-item controls and widgets.");
ImGui::BulletText("Right click the legend label/icon to edit custom item attributes.");
static float frequency = 0.1f;
static float amplitude = 0.5f;
static ImVec4 color = ImVec4(1,1,0,1);
static float alpha = 1.0f;
static bool line = false;
static float thickness = 1;
static bool markers = false;
static bool shaded = false;
static float vals[101];
for (int i = 0; i < 101; ++i)
vals[i] = amplitude * sinf(frequency * i);
if (ImPlot::BeginPlot("Right Click the Legend")) {
ImPlot::SetupAxesLimits(0,100,-1,1);
// rendering logic
ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, alpha);
if (!line) {
ImPlot::SetNextFillStyle(color);
ImPlot::PlotBars("Right Click Me", vals, 101);
}
else {
if (markers) ImPlot::SetNextMarkerStyle(ImPlotMarker_Square);
ImPlot::SetNextLineStyle(color, thickness);
ImPlot::PlotLine("Right Click Me", vals, 101);
if (shaded) ImPlot::PlotShaded("Right Click Me",vals,101);
}
ImPlot::PopStyleVar();
// custom legend context menu
if (ImPlot::BeginLegendPopup("Right Click Me")) {
ImGui::SliderFloat("Frequency",&frequency,0,1,"%0.2f");
ImGui::SliderFloat("Amplitude",&litude,0,1,"%0.2f");
ImGui::Separator();
ImGui::ColorEdit3("Color",&color.x);
ImGui::SliderFloat("Transparency",&alpha,0,1,"%.2f");
ImGui::Checkbox("Line Plot", &line);
if (line) {
ImGui::SliderFloat("Thickness", &thickness, 0, 5);
ImGui::Checkbox("Markers", &markers);
ImGui::Checkbox("Shaded",&shaded);
}
ImPlot::EndLegendPopup();
}
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
void Demo_ColormapWidgets() {
static int cmap = ImPlotColormap_Viridis;
if (ImPlot::ColormapButton("Button",ImVec2(0,0),cmap)) {
cmap = (cmap + 1) % ImPlot::GetColormapCount();
}
static float t = 0.5f;
static ImVec4 col;
ImGui::ColorButton("##Display",col,ImGuiColorEditFlags_NoInputs);
ImGui::SameLine();
ImPlot::ColormapSlider("Slider", &t, &col, "%.3f", cmap);
ImPlot::ColormapIcon(cmap); ImGui::SameLine(); ImGui::Text("Icon");
static ImPlotColormapScaleFlags flags = 0;
static float scale[2] = {0, 100};
ImPlot::ColormapScale("Scale",scale[0],scale[1],ImVec2(0,0),"%g dB",flags,cmap);
ImGui::InputFloat2("Scale",scale);
CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_NoLabel);
CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_Opposite);
CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_Invert);
}
//-----------------------------------------------------------------------------
void Demo_CustomPlottersAndTooltips() {
ImGui::BulletText("You can create custom plotters or extend ImPlot using implot_internal.h.");
double dates[] = {1546300800,1546387200,1546473600,1546560000,1546819200,1546905600,1546992000,1547078400,1547164800,1547424000,1547510400,1547596800,1547683200,1547769600,1547942400,1548028800,1548115200,1548201600,1548288000,1548374400,1548633600,1548720000,1548806400,1548892800,1548979200,1549238400,1549324800,1549411200,1549497600,1549584000,1549843200,1549929600,1550016000,1550102400,1550188800,1550361600,1550448000,1550534400,1550620800,1550707200,1550793600,1551052800,1551139200,1551225600,1551312000,1551398400,1551657600,1551744000,1551830400,1551916800,1552003200,1552262400,1552348800,1552435200,1552521600,1552608000,1552867200,1552953600,1553040000,1553126400,1553212800,1553472000,1553558400,1553644800,1553731200,1553817600,1554076800,1554163200,1554249600,1554336000,1554422400,1554681600,1554768000,1554854400,1554940800,1555027200,1555286400,1555372800,1555459200,1555545600,1555632000,1555891200,1555977600,1556064000,1556150400,1556236800,1556496000,1556582400,1556668800,1556755200,1556841600,1557100800,1557187200,1557273600,1557360000,1557446400,1557705600,1557792000,1557878400,1557964800,1558051200,1558310400,1558396800,1558483200,1558569600,1558656000,1558828800,1558915200,1559001600,1559088000,1559174400,1559260800,1559520000,1559606400,1559692800,1559779200,1559865600,1560124800,1560211200,1560297600,1560384000,1560470400,1560729600,1560816000,1560902400,1560988800,1561075200,1561334400,1561420800,1561507200,1561593600,1561680000,1561939200,1562025600,1562112000,1562198400,1562284800,1562544000,1562630400,1562716800,1562803200,1562889600,1563148800,1563235200,1563321600,1563408000,1563494400,1563753600,1563840000,1563926400,1564012800,1564099200,1564358400,1564444800,1564531200,1564617600,1564704000,1564963200,1565049600,1565136000,1565222400,1565308800,1565568000,1565654400,1565740800,1565827200,1565913600,1566172800,1566259200,1566345600,1566432000,1566518400,1566777600,1566864000,1566950400,1567036800,1567123200,1567296000,1567382400,1567468800,1567555200,1567641600,1567728000,1567987200,1568073600,1568160000,1568246400,1568332800,1568592000,1568678400,1568764800,1568851200,1568937600,1569196800,1569283200,1569369600,1569456000,1569542400,1569801600,1569888000,1569974400,1570060800,1570147200,1570406400,1570492800,1570579200,1570665600,1570752000,1571011200,1571097600,1571184000,1571270400,1571356800,1571616000,1571702400,1571788800,1571875200,1571961600};
double opens[] = {1284.7,1319.9,1318.7,1328,1317.6,1321.6,1314.3,1325,1319.3,1323.1,1324.7,1321.3,1323.5,1322,1281.3,1281.95,1311.1,1315,1314,1313.1,1331.9,1334.2,1341.3,1350.6,1349.8,1346.4,1343.4,1344.9,1335.6,1337.9,1342.5,1337,1338.6,1337,1340.4,1324.65,1324.35,1349.5,1371.3,1367.9,1351.3,1357.8,1356.1,1356,1347.6,1339.1,1320.6,1311.8,1314,1312.4,1312.3,1323.5,1319.1,1327.2,1332.1,1320.3,1323.1,1328,1330.9,1338,1333,1335.3,1345.2,1341.1,1332.5,1314,1314.4,1310.7,1314,1313.1,1315,1313.7,1320,1326.5,1329.2,1314.2,1312.3,1309.5,1297.4,1293.7,1277.9,1295.8,1295.2,1290.3,1294.2,1298,1306.4,1299.8,1302.3,1297,1289.6,1302,1300.7,1303.5,1300.5,1303.2,1306,1318.7,1315,1314.5,1304.1,1294.7,1293.7,1291.2,1290.2,1300.4,1284.2,1284.25,1301.8,1295.9,1296.2,1304.4,1323.1,1340.9,1341,1348,1351.4,1351.4,1343.5,1342.3,1349,1357.6,1357.1,1354.7,1361.4,1375.2,1403.5,1414.7,1433.2,1438,1423.6,1424.4,1418,1399.5,1435.5,1421.25,1434.1,1412.4,1409.8,1412.2,1433.4,1418.4,1429,1428.8,1420.6,1441,1460.4,1441.7,1438.4,1431,1439.3,1427.4,1431.9,1439.5,1443.7,1425.6,1457.5,1451.2,1481.1,1486.7,1512.1,1515.9,1509.2,1522.3,1513,1526.6,1533.9,1523,1506.3,1518.4,1512.4,1508.8,1545.4,1537.3,1551.8,1549.4,1536.9,1535.25,1537.95,1535.2,1556,1561.4,1525.6,1516.4,1507,1493.9,1504.9,1506.5,1513.1,1506.5,1509.7,1502,1506.8,1521.5,1529.8,1539.8,1510.9,1511.8,1501.7,1478,1485.4,1505.6,1511.6,1518.6,1498.7,1510.9,1510.8,1498.3,1492,1497.7,1484.8,1494.2,1495.6,1495.6,1487.5,1491.1,1495.1,1506.4};
double highs[] = {1284.75,1320.6,1327,1330.8,1326.8,1321.6,1326,1328,1325.8,1327.1,1326,1326,1323.5,1322.1,1282.7,1282.95,1315.8,1316.3,1314,1333.2,1334.7,1341.7,1353.2,1354.6,1352.2,1346.4,1345.7,1344.9,1340.7,1344.2,1342.7,1342.1,1345.2,1342,1350,1324.95,1330.75,1369.6,1374.3,1368.4,1359.8,1359,1357,1356,1353.4,1340.6,1322.3,1314.1,1316.1,1312.9,1325.7,1323.5,1326.3,1336,1332.1,1330.1,1330.4,1334.7,1341.1,1344.2,1338.8,1348.4,1345.6,1342.8,1334.7,1322.3,1319.3,1314.7,1316.6,1316.4,1315,1325.4,1328.3,1332.2,1329.2,1316.9,1312.3,1309.5,1299.6,1296.9,1277.9,1299.5,1296.2,1298.4,1302.5,1308.7,1306.4,1305.9,1307,1297.2,1301.7,1305,1305.3,1310.2,1307,1308,1319.8,1321.7,1318.7,1316.2,1305.9,1295.8,1293.8,1293.7,1304.2,1302,1285.15,1286.85,1304,1302,1305.2,1323,1344.1,1345.2,1360.1,1355.3,1363.8,1353,1344.7,1353.6,1358,1373.6,1358.2,1369.6,1377.6,1408.9,1425.5,1435.9,1453.7,1438,1426,1439.1,1418,1435,1452.6,1426.65,1437.5,1421.5,1414.1,1433.3,1441.3,1431.4,1433.9,1432.4,1440.8,1462.3,1467,1443.5,1444,1442.9,1447,1437.6,1440.8,1445.7,1447.8,1458.2,1461.9,1481.8,1486.8,1522.7,1521.3,1521.1,1531.5,1546.1,1534.9,1537.7,1538.6,1523.6,1518.8,1518.4,1514.6,1540.3,1565,1554.5,1556.6,1559.8,1541.9,1542.9,1540.05,1558.9,1566.2,1561.9,1536.2,1523.8,1509.1,1506.2,1532.2,1516.6,1519.7,1515,1519.5,1512.1,1524.5,1534.4,1543.3,1543.3,1542.8,1519.5,1507.2,1493.5,1511.4,1525.8,1522.2,1518.8,1515.3,1518,1522.3,1508,1501.5,1503,1495.5,1501.1,1497.9,1498.7,1492.1,1499.4,1506.9,1520.9};
double lows[] = {1282.85,1315,1318.7,1309.6,1317.6,1312.9,1312.4,1319.1,1319,1321,1318.1,1321.3,1319.9,1312,1280.5,1276.15,1308,1309.9,1308.5,1312.3,1329.3,1333.1,1340.2,1347,1345.9,1338,1340.8,1335,1332,1337.9,1333,1336.8,1333.2,1329.9,1340.4,1323.85,1324.05,1349,1366.3,1351.2,1349.1,1352.4,1350.7,1344.3,1338.9,1316.3,1308.4,1306.9,1309.6,1306.7,1312.3,1315.4,1319,1327.2,1317.2,1320,1323,1328,1323,1327.8,1331.7,1335.3,1336.6,1331.8,1311.4,1310,1309.5,1308,1310.6,1302.8,1306.6,1313.7,1320,1322.8,1311,1312.1,1303.6,1293.9,1293.5,1291,1277.9,1294.1,1286,1289.1,1293.5,1296.9,1298,1299.6,1292.9,1285.1,1288.5,1296.3,1297.2,1298.4,1298.6,1302,1300.3,1312,1310.8,1301.9,1292,1291.1,1286.3,1289.2,1289.9,1297.4,1283.65,1283.25,1292.9,1295.9,1290.8,1304.2,1322.7,1336.1,1341,1343.5,1345.8,1340.3,1335.1,1341.5,1347.6,1352.8,1348.2,1353.7,1356.5,1373.3,1398,1414.7,1427,1416.4,1412.7,1420.1,1396.4,1398.8,1426.6,1412.85,1400.7,1406,1399.8,1404.4,1415.5,1417.2,1421.9,1415,1413.7,1428.1,1434,1435.7,1427.5,1429.4,1423.9,1425.6,1427.5,1434.8,1422.3,1412.1,1442.5,1448.8,1468.2,1484.3,1501.6,1506.2,1498.6,1488.9,1504.5,1518.3,1513.9,1503.3,1503,1506.5,1502.1,1503,1534.8,1535.3,1541.4,1528.6,1525.6,1535.25,1528.15,1528,1542.6,1514.3,1510.7,1505.5,1492.1,1492.9,1496.8,1493.1,1503.4,1500.9,1490.7,1496.3,1505.3,1505.3,1517.9,1507.4,1507.1,1493.3,1470.5,1465,1480.5,1501.7,1501.4,1493.3,1492.1,1505.1,1495.7,1478,1487.1,1480.8,1480.6,1487,1488.3,1484.8,1484,1490.7,1490.4,1503.1};
double closes[] = {1283.35,1315.3,1326.1,1317.4,1321.5,1317.4,1323.5,1319.2,1321.3,1323.3,1319.7,1325.1,1323.6,1313.8,1282.05,1279.05,1314.2,1315.2,1310.8,1329.1,1334.5,1340.2,1340.5,1350,1347.1,1344.3,1344.6,1339.7,1339.4,1343.7,1337,1338.9,1340.1,1338.7,1346.8,1324.25,1329.55,1369.6,1372.5,1352.4,1357.6,1354.2,1353.4,1346,1341,1323.8,1311.9,1309.1,1312.2,1310.7,1324.3,1315.7,1322.4,1333.8,1319.4,1327.1,1325.8,1330.9,1325.8,1331.6,1336.5,1346.7,1339.2,1334.7,1313.3,1316.5,1312.4,1313.4,1313.3,1312.2,1313.7,1319.9,1326.3,1331.9,1311.3,1313.4,1309.4,1295.2,1294.7,1294.1,1277.9,1295.8,1291.2,1297.4,1297.7,1306.8,1299.4,1303.6,1302.2,1289.9,1299.2,1301.8,1303.6,1299.5,1303.2,1305.3,1319.5,1313.6,1315.1,1303.5,1293,1294.6,1290.4,1291.4,1302.7,1301,1284.15,1284.95,1294.3,1297.9,1304.1,1322.6,1339.3,1340.1,1344.9,1354,1357.4,1340.7,1342.7,1348.2,1355.1,1355.9,1354.2,1362.1,1360.1,1408.3,1411.2,1429.5,1430.1,1426.8,1423.4,1425.1,1400.8,1419.8,1432.9,1423.55,1412.1,1412.2,1412.8,1424.9,1419.3,1424.8,1426.1,1423.6,1435.9,1440.8,1439.4,1439.7,1434.5,1436.5,1427.5,1432.2,1433.3,1441.8,1437.8,1432.4,1457.5,1476.5,1484.2,1519.6,1509.5,1508.5,1517.2,1514.1,1527.8,1531.2,1523.6,1511.6,1515.7,1515.7,1508.5,1537.6,1537.2,1551.8,1549.1,1536.9,1529.4,1538.05,1535.15,1555.9,1560.4,1525.5,1515.5,1511.1,1499.2,1503.2,1507.4,1499.5,1511.5,1513.4,1515.8,1506.2,1515.1,1531.5,1540.2,1512.3,1515.2,1506.4,1472.9,1489,1507.9,1513.8,1512.9,1504.4,1503.9,1512.8,1500.9,1488.7,1497.6,1483.5,1494,1498.3,1494.1,1488.1,1487.5,1495.7,1504.7,1505.3};
static bool tooltip = true;
ImGui::Checkbox("Show Tooltip", &tooltip);
ImGui::SameLine();
static ImVec4 bullCol = ImVec4(0.000f, 1.000f, 0.441f, 1.000f);
static ImVec4 bearCol = ImVec4(0.853f, 0.050f, 0.310f, 1.000f);
ImGui::SameLine(); ImGui::ColorEdit4("##Bull", &bullCol.x, ImGuiColorEditFlags_NoInputs);
ImGui::SameLine(); ImGui::ColorEdit4("##Bear", &bearCol.x, ImGuiColorEditFlags_NoInputs);
ImPlot::GetStyle().UseLocalTime = false;
if (ImPlot::BeginPlot("Candlestick Chart",ImVec2(-1,0))) {
ImPlot::SetupAxes(nullptr,nullptr,0,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit);
ImPlot::SetupAxesLimits(1546300800, 1571961600, 1250, 1600);
ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time);
ImPlot::SetupAxisLimitsConstraints(ImAxis_X1, 1546300800, 1571961600);
ImPlot::SetupAxisZoomConstraints(ImAxis_X1, 60*60*24*14, 1571961600-1546300800);
ImPlot::SetupAxisFormat(ImAxis_Y1, "$%.0f");
MyImPlot::PlotCandlestick("GOOGL",dates, opens, closes, lows, highs, 218, tooltip, 0.25f, bullCol, bearCol);
ImPlot::EndPlot();
}
}
//-----------------------------------------------------------------------------
// DEMO WINDOW
//-----------------------------------------------------------------------------
void DemoHeader(const char* label, void(*demo)()) {
if (ImGui::TreeNodeEx(label)) {
demo();
ImGui::TreePop();
}
}
void ShowDemoWindow(bool* p_open) {
static bool show_implot_metrics = false;
static bool show_implot_style_editor = false;
static bool show_imgui_metrics = false;
static bool show_imgui_style_editor = false;
static bool show_imgui_demo = false;
if (show_implot_metrics) {
ImPlot::ShowMetricsWindow(&show_implot_metrics);
}
if (show_implot_style_editor) {
ImGui::SetNextWindowSize(ImVec2(415,762), ImGuiCond_Appearing);
ImGui::Begin("Style Editor (ImPlot)", &show_implot_style_editor);
ImPlot::ShowStyleEditor();
ImGui::End();
}
if (show_imgui_style_editor) {
ImGui::Begin("Style Editor (ImGui)", &show_imgui_style_editor);
ImGui::ShowStyleEditor();
ImGui::End();
}
if (show_imgui_metrics) {
ImGui::ShowMetricsWindow(&show_imgui_metrics);
}
if (show_imgui_demo) {
ImGui::ShowDemoWindow(&show_imgui_demo);
}
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(600, 750), ImGuiCond_FirstUseEver);
ImGui::Begin("ImPlot Demo", p_open, ImGuiWindowFlags_MenuBar);
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("Tools")) {
ImGui::MenuItem("Metrics", nullptr, &show_implot_metrics);
ImGui::MenuItem("Style Editor", nullptr, &show_implot_style_editor);
ImGui::Separator();
ImGui::MenuItem("ImGui Metrics", nullptr, &show_imgui_metrics);
ImGui::MenuItem("ImGui Style Editor", nullptr, &show_imgui_style_editor);
ImGui::MenuItem("ImGui Demo", nullptr, &show_imgui_demo);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
//-------------------------------------------------------------------------
ImGui::Text("ImPlot says hello. (%s)", IMPLOT_VERSION);
// display warning about 16-bit indices
static bool showWarning = sizeof(ImDrawIdx)*8 == 16 && (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) == false;
if (showWarning) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,0,1));
ImGui::TextWrapped("WARNING: ImDrawIdx is 16-bit and ImGuiBackendFlags_RendererHasVtxOffset is false. Expect visual glitches and artifacts! See README for more information.");
ImGui::PopStyleColor();
}
ImGui::Spacing();
if (ImGui::BeginTabBar("ImPlotDemoTabs")) {
if (ImGui::BeginTabItem("Plots")) {
DemoHeader("Line Plots", Demo_LinePlots);
DemoHeader("Filled Line Plots", Demo_FilledLinePlots);
DemoHeader("Shaded Plots##", Demo_ShadedPlots);
DemoHeader("Scatter Plots", Demo_ScatterPlots);
DemoHeader("Realtime Plots", Demo_RealtimePlots);
DemoHeader("Stairstep Plots", Demo_StairstepPlots);
DemoHeader("Bar Plots", Demo_BarPlots);
DemoHeader("Bar Groups", Demo_BarGroups);
DemoHeader("Bar Stacks", Demo_BarStacks);
DemoHeader("Error Bars", Demo_ErrorBars);
DemoHeader("Stem Plots##", Demo_StemPlots);
DemoHeader("Infinite Lines", Demo_InfiniteLines);
DemoHeader("Pie Charts", Demo_PieCharts);
DemoHeader("Heatmaps", Demo_Heatmaps);
DemoHeader("Histogram", Demo_Histogram);
DemoHeader("Histogram 2D", Demo_Histogram2D);
DemoHeader("Digital Plots", Demo_DigitalPlots);
DemoHeader("Images", Demo_Images);
DemoHeader("Markers and Text", Demo_MarkersAndText);
DemoHeader("NaN Values", Demo_NaNValues);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Subplots")) {
DemoHeader("Sizing", Demo_SubplotsSizing);
DemoHeader("Item Sharing", Demo_SubplotItemSharing);
DemoHeader("Axis Linking", Demo_SubplotAxisLinking);
DemoHeader("Tables", Demo_Tables);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Axes")) {
DemoHeader("Log Scale", Demo_LogScale);
DemoHeader("Symmetric Log Scale", Demo_SymmetricLogScale);
DemoHeader("Time Scale", Demo_TimeScale);
DemoHeader("Custom Scale", Demo_CustomScale);
DemoHeader("Multiple Axes", Demo_MultipleAxes);
DemoHeader("Tick Labels", Demo_TickLabels);
DemoHeader("Linked Axes", Demo_LinkedAxes);
DemoHeader("Axis Constraints", Demo_AxisConstraints);
DemoHeader("Equal Axes", Demo_EqualAxes);
DemoHeader("Auto-Fitting Data", Demo_AutoFittingData);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Tools")) {
DemoHeader("Offset and Stride", Demo_OffsetAndStride);
DemoHeader("Drag Points", Demo_DragPoints);
DemoHeader("Drag Lines", Demo_DragLines);
DemoHeader("Drag Rects", Demo_DragRects);
DemoHeader("Querying", Demo_Querying);
DemoHeader("Annotations", Demo_Annotations);
DemoHeader("Tags", Demo_Tags);
DemoHeader("Drag and Drop", Demo_DragAndDrop);
DemoHeader("Legend Options", Demo_LegendOptions);
DemoHeader("Legend Popups", Demo_LegendPopups);
DemoHeader("Colormap Widgets", Demo_ColormapWidgets);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Custom")) {
DemoHeader("Custom Styles", Demo_CustomStyles);
DemoHeader("Custom Data and Getters", Demo_CustomDataAndGetters);
DemoHeader("Custom Rendering", Demo_CustomRendering);
DemoHeader("Custom Plotters and Tooltips", Demo_CustomPlottersAndTooltips);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Config")) {
Demo_Config();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Help")) {
Demo_Help();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}
} // namespace ImPlot
namespace MyImPlot {
ImPlotPoint SineWave(int idx, void* data) {
WaveData* wd = (WaveData*)data;
double x = idx * wd->X;
return ImPlotPoint(x, wd->Offset + wd->Amp * sin(2 * 3.14 * wd->Freq * x));
}
ImPlotPoint SawWave(int idx, void* data) {
WaveData* wd = (WaveData*)data;
double x = idx * wd->X;
return ImPlotPoint(x, wd->Offset + wd->Amp * (-2 / 3.14 * atan(cos(3.14 * wd->Freq * x) / sin(3.14 * wd->Freq * x))));
}
ImPlotPoint Spiral(int idx, void*) {
float r = 0.9f; // outer radius
float a = 0; // inner radius
float b = 0.05f; // increment per rev
float n = (r - a) / b; // number of revolutions
double th = 2 * n * 3.14; // angle
float Th = float(th * idx / (1000 - 1));
return ImPlotPoint(0.5f+(a + b*Th / (2.0f * (float) 3.14))*cos(Th),
0.5f + (a + b*Th / (2.0f * (float)3.14))*sin(Th));
}
void Sparkline(const char* id, const float* values, int count, float min_v, float max_v, int offset, const ImVec4& col, const ImVec2& size) {
ImPlot::PushStyleVar(ImPlotStyleVar_PlotPadding, ImVec2(0,0));
if (ImPlot::BeginPlot(id,size,ImPlotFlags_CanvasOnly)) {
ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations);
ImPlot::SetupAxesLimits(0, count - 1, min_v, max_v, ImGuiCond_Always);
ImPlot::SetNextLineStyle(col);
ImPlot::SetNextFillStyle(col, 0.25);
ImPlot::PlotLine(id, values, count, 1, 0, ImPlotLineFlags_Shaded, offset);
ImPlot::EndPlot();
}
ImPlot::PopStyleVar();
}
void StyleSeaborn() {
ImPlotStyle& style = ImPlot::GetStyle();
ImVec4* colors = style.Colors;
colors[ImPlotCol_Line] = IMPLOT_AUTO_COL;
colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL;
colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL;
colors[ImPlotCol_ErrorBar] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_PlotBg] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f);
colors[ImPlotCol_PlotBorder] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImPlotCol_LegendBg] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f);
colors[ImPlotCol_LegendBorder] = ImVec4(0.80f, 0.81f, 0.85f, 1.00f);
colors[ImPlotCol_LegendText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_TitleText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_InlayText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_AxisText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImPlotCol_AxisBgHovered] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f);
colors[ImPlotCol_AxisBgActive] = ImVec4(0.92f, 0.92f, 0.95f, 0.75f);
colors[ImPlotCol_Selection] = ImVec4(1.00f, 0.65f, 0.00f, 1.00f);
colors[ImPlotCol_Crosshairs] = ImVec4(0.23f, 0.10f, 0.64f, 0.50f);
style.LineWeight = 1.5;
style.Marker = ImPlotMarker_None;
style.MarkerSize = 4;
style.MarkerWeight = 1;
style.FillAlpha = 1.0f;
style.ErrorBarSize = 5;
style.ErrorBarWeight = 1.5f;
style.DigitalBitHeight = 8;
style.DigitalBitGap = 4;
style.PlotBorderSize = 0;
style.MinorAlpha = 1.0f;
style.MajorTickLen = ImVec2(0,0);
style.MinorTickLen = ImVec2(0,0);
style.MajorTickSize = ImVec2(0,0);
style.MinorTickSize = ImVec2(0,0);
style.MajorGridSize = ImVec2(1.2f,1.2f);
style.MinorGridSize = ImVec2(1.2f,1.2f);
style.PlotPadding = ImVec2(12,12);
style.LabelPadding = ImVec2(5,5);
style.LegendPadding = ImVec2(5,5);
style.MousePosPadding = ImVec2(5,5);
style.PlotMinSize = ImVec2(300,225);
}
} // namespaece MyImPlot
// WARNING:
//
// You can use "implot_internal.h" to build custom plotting fuctions or extend ImPlot.
// However, note that forward compatibility of this file is not guaranteed and the
// internal API is subject to change. At some point we hope to bring more of this
// into the public API and expose the necessary building blocks to fully support
// custom plotters. For now, proceed at your own risk!
#include "implot_internal.h"
namespace MyImPlot {
template <typename T>
int BinarySearch(const T* arr, int l, int r, T x) {
if (r >= l) {
int mid = l + (r - l) / 2;
if (arr[mid] == x)
return mid;
if (arr[mid] > x)
return BinarySearch(arr, l, mid - 1, x);
return BinarySearch(arr, mid + 1, r, x);
}
return -1;
}
void PlotCandlestick(const char* label_id, const double* xs, const double* opens, const double* closes, const double* lows, const double* highs, int count, bool tooltip, float width_percent, ImVec4 bullCol, ImVec4 bearCol) {
// get ImGui window DrawList
ImDrawList* draw_list = ImPlot::GetPlotDrawList();
// calc real value width
double half_width = count > 1 ? (xs[1] - xs[0]) * width_percent : width_percent;
// custom tool
if (ImPlot::IsPlotHovered() && tooltip) {
ImPlotPoint mouse = ImPlot::GetPlotMousePos();
mouse.x = ImPlot::RoundTime(ImPlotTime::FromDouble(mouse.x), ImPlotTimeUnit_Day).ToDouble();
float tool_l = ImPlot::PlotToPixels(mouse.x - half_width * 1.5, mouse.y).x;
float tool_r = ImPlot::PlotToPixels(mouse.x + half_width * 1.5, mouse.y).x;
float tool_t = ImPlot::GetPlotPos().y;
float tool_b = tool_t + ImPlot::GetPlotSize().y;
ImPlot::PushPlotClipRect();
draw_list->AddRectFilled(ImVec2(tool_l, tool_t), ImVec2(tool_r, tool_b), IM_COL32(128,128,128,64));
ImPlot::PopPlotClipRect();
// find mouse location index
int idx = BinarySearch(xs, 0, count - 1, mouse.x);
// render tool tip (won't be affected by plot clip rect)
if (idx != -1) {
ImGui::BeginTooltip();
char buff[32];
ImPlot::FormatDate(ImPlotTime::FromDouble(xs[idx]),buff,32,ImPlotDateFmt_DayMoYr,ImPlot::GetStyle().UseISO8601);
ImGui::Text("Day: %s", buff);
ImGui::Text("Open: $%.2f", opens[idx]);
ImGui::Text("Close: $%.2f", closes[idx]);
ImGui::Text("Low: $%.2f", lows[idx]);
ImGui::Text("High: $%.2f", highs[idx]);
ImGui::EndTooltip();
}
}
// begin plot item
if (ImPlot::BeginItem(label_id)) {
// override legend icon color
ImPlot::GetCurrentItem()->Color = IM_COL32(64,64,64,255);
// fit data if requested
if (ImPlot::FitThisFrame()) {
for (int i = 0; i < count; ++i) {
ImPlot::FitPoint(ImPlotPoint(xs[i], lows[i]));
ImPlot::FitPoint(ImPlotPoint(xs[i], highs[i]));
}
}
// render data
for (int i = 0; i < count; ++i) {
ImVec2 open_pos = ImPlot::PlotToPixels(xs[i] - half_width, opens[i]);
ImVec2 close_pos = ImPlot::PlotToPixels(xs[i] + half_width, closes[i]);
ImVec2 low_pos = ImPlot::PlotToPixels(xs[i], lows[i]);
ImVec2 high_pos = ImPlot::PlotToPixels(xs[i], highs[i]);
ImU32 color = ImGui::GetColorU32(opens[i] > closes[i] ? bearCol : bullCol);
draw_list->AddLine(low_pos, high_pos, color);
draw_list->AddRectFilled(open_pos, close_pos, color);
}
// end plot item
ImPlot::EndItem();
}
}
} // namespace MyImplot
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_win32.h | // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui.cpp | // dear imgui, v1.90.8
// (main code and documentation)
// Help:
// - See links below.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
// For first-time users having issues compiling/linking/running/loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
// Copyright (c) 2014-2024 Omar Cornut
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but needs your support to sustain development and maintenance.
// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
// to a better solution or official support for them.
/*
Index of this file:
DOCUMENTATION
- MISSION STATEMENT
- CONTROLS GUIDE
- PROGRAMMER GUIDE
- READ FIRST
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ)
- Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
CODE
(search for "[SECTION]" in the code to find them)
// [SECTION] INCLUDES
// [SECTION] FORWARD DECLARATIONS
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
// [SECTION] MISC HELPERS/UTILITIES (File functions)
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
// [SECTION] ImGuiListClipper
// [SECTION] STYLING
// [SECTION] RENDER HELPERS
// [SECTION] INITIALIZATION, SHUTDOWN
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] ID STACK
// [SECTION] INPUTS
// [SECTION] ERROR CHECKING
// [SECTION] ITEM SUBMISSION
// [SECTION] LAYOUT
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS
// [SECTION] POPUPS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
// [SECTION] LOCALIZATION
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
// [SECTION] DOCKING
// [SECTION] PLATFORM DEPENDENT HELPERS
// [SECTION] METRICS/DEBUGGER WINDOW
// [SECTION] DEBUG LOG WINDOW
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
*/
//-----------------------------------------------------------------------------
// DOCUMENTATION
//-----------------------------------------------------------------------------
/*
MISSION STATEMENT
=================
- Easy to use to create code-driven and data-driven tools.
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- Easy to hack and improve.
- Minimize setup and maintenance.
- Minimize state storage on user side.
- Minimize state synchronization.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
Designed primarily for developers and content-creators, not the typical end-user!
Some of the current weaknesses (which we aim to address in the future) includes:
- Doesn't look fancy.
- Limited layout features, intricate layouts are typically crafted in code.
CONTROLS GUIDE
==============
- MOUSE CONTROLS
- Mouse wheel: Scroll vertically.
- SHIFT+Mouse wheel: Scroll horizontally.
- Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
- Click ^, Double-Click title: Collapse window.
- Drag on corner/border: Resize window (double-click to auto fit window to its contents).
- Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
- Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack).
- TEXT EDITOR
- Hold SHIFT or Drag Mouse: Select text.
- CTRL+Left/Right: Word jump.
- CTRL+Shift+Left/Right: Select words.
- CTRL+A or Double-Click: Select All.
- CTRL+X, CTRL+C, CTRL+V: Use OS clipboard.
- CTRL+Z, CTRL+Y: Undo, Redo.
- ESCAPE: Revert text to its original value.
- On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
- KEYBOARD CONTROLS
- Basic:
- Tab, SHIFT+Tab Cycle through text editable fields.
- CTRL+Tab, CTRL+Shift+Tab Cycle through windows.
- CTRL+Click Input text into a Slider or Drag widget.
- Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
- Tab, SHIFT+Tab: Cycle through every items.
- Arrow keys Move through items using directional navigation. Tweak value.
- Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys).
- Enter Activate item (prefer text input when possible).
- Space Activate item (prefer tweaking with arrows when possible).
- Escape Deactivate item, leave child window, close popup.
- Page Up, Page Down Previous page, next page.
- Home, End Scroll to top, scroll to bottom.
- Alt Toggle between scrolling layer and menu layer.
- CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving.
- Output when ImGuiConfigFlags_NavEnableKeyboard set,
- io.WantCaptureKeyboard flag is set when keyboard is claimed.
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
- GAMEPAD CONTROLS
- Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
- Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
- Backend support: backend needs to:
- Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
- For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- REMOTE INPUTS SHARING & MOUSE EMULATION
- PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
in order to share your PC mouse/keyboard.
- See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
(If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
PROGRAMMER GUIDE
================
READ FIRST
----------
- Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
- Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
data retention on your side, less state duplication, less state synchronization, fewer bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
- Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
- Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
If you get an assert, read the messages and comments around the assert.
- This codebase aims to be highly optimized:
- A typical idle frame should never call malloc/free.
- We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
- We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
- This codebase aims to be both highly opinionated and highly flexible:
- This code works because of the things it choose to solve or not solve.
- C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
This is to increase compatibility, increase maintainability and facilitate use from other languages.
- C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
(so don't use ImVector in your code or at our own risk!).
- Building: We don't use nor mandate a build system for the main library.
This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
This is also because providing a build system for the main library would be of little-value.
The build problems are almost never coming from the main library but from specific backends.
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
----------------------------------------------
- Update submodule or copy/overwrite every file.
- About imconfig.h:
- You may modify your copy of imconfig.h, in this case don't overwrite it.
- or you may locally branch to modify imconfig.h and merge/rebase latest.
- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
specify a custom path for your imconfig.h file and instead not have to modify the default one.
- Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
- You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
likely be a comment about it. Please report any issue to the GitHub page!
- To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
- Try to keep your copy of Dear ImGui reasonably up to date!
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
---------------------------------------------------------------
- See https://github.com/ocornut/imgui/wiki/Getting-Started.
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
- Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
- Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
HOW A SIMPLE APPLICATION MAY LOOK LIKE
--------------------------------------
EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
The sub-folders in examples/ contain examples applications following this structure.
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
// TODO: Fill optional fields of the io structure later.
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Application main loop
while (true)
{
// Feed inputs to dear imgui, start new frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// Any application code here
ImGui::Text("Hello, world!");
// Render dear imgui into screen
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0);
}
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
// TODO: Fill optional fields of the io structure later.
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Build and load the texture atlas into a texture
// (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
int width, height;
unsigned char* pixels = nullptr;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// At this point you've got the texture data and you need to upload that to your graphic system:
// After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
// This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
io.Fonts->SetTexID((void*)texture);
// Application main loop
while (true)
{
// Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
// (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
io.DisplaySize.x = 1920.0f; // set the current display width
io.DisplaySize.y = 1280.0f; // set the current display height here
io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position
io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states
io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states
// Call NewFrame(), after this point you can use ImGui::* functions anytime
// (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
ImGui::NewFrame();
// Most of your application code here
ImGui::Text("Hello, world!");
MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
MyGameRender(); // may use any Dear ImGui functions as well!
// Render dear imgui, swap buffers
// (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
ImGui::EndFrame();
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
MyImGuiRenderFunction(draw_data);
SwapBuffers();
}
// Shutdown
ImGui::DestroyContext();
To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
---------------------------------------------
The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// We are using scissoring to clip some objects. All low-level graphics API should support it.
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
// (some elements visible outside their bounds) but you can fix that once everything else works!
// - Clipping coordinates are provided in imgui coordinates space:
// - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
// - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
// The texture for the draw call is specified by pcmd->GetTexID().
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
}
}
}
}
API BREAKING CHANGES
====================
Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
(Docking/Viewport Branch)
- 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
- likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library.
- 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading.
- 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022):
- old: CaptureKeyboardFromApp(bool)
- new: SetNextFrameWantCaptureKeyboard(bool)
- old: CaptureMouseFromApp(bool)
- new: SetNextFrameWantCaptureMouse(bool)
- 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
- inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
- inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
- old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
- new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
- old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
- new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
- new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
for various reasons those changes makes sense. They are being made because making some of those API public.
only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
- 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611)
- old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
- new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
- 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
- it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
- removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
- new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent.
(Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
- 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
- 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
- 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
- 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
- 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
- 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
- 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
- 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
- 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
- old: BeginChild("Name", size, true)
- new: BeginChild("Name", size, ImGuiChildFlags_Border)
- old: BeginChild("Name", size, false)
- new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
- 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
- old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
- new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
- 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
- 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
- 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
- old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
- new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
- old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
- new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
- 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
- GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
- ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
- commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
- 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
- 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
- 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
- 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
- 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
- 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
- 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
- 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
- ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
- ListBoxFooter() -> use EndListBox()
- 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
- 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
- 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
- ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
- ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
- ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
- ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
- 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
- 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
- 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
it has been frequently requested by people to use our own. We had an opt-in define which was
previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
- OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
- Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
- 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
- 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
- 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
- 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
- ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
- ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
- ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
- ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
- 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
this will require uses of legacy backend-dependent indices to be casted, e.g.
- with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
- with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
- etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
- 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
- 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
- DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
- SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
- BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
- 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
- previously this would make the window content size ~200x200:
Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
- instead, please submit an item:
Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
- alternative:
Begin(...) + Dummy(ImVec2(200,200)) + End();
- content size is now only extended when submitting an item!
- with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
- without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
- 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
- added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
- old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
- had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
- new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
- always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
- 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
- Official backends from 1.87+ -> no issue.
- Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
- Custom backends not writing to io.NavInputs[] -> no issue.
- Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
- TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
- 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
- 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
- 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
- 2022/01/17 (1.87) - inputs: reworked mouse IO.
- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
- Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
read https://github.com/ocornut/imgui/issues/4921 for details.
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
- 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
- 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
- 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
- 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
- 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
- if you are using official backends from the source tree: you have nothing to do.
- if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
- 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
- ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
- ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
- ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
- rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
- rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
- rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
- rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
- 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
- ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
- 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
- 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
- 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
- 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
- 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
- removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
- renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
- 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
- renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
- renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
- 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
- ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
- ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
- ImGuiInputTextCallback -> use ImGuiTextEditCallback
- ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
- 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
- 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
- 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
- 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
- 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
- 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
- ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
- ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
- ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
- removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
- InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
- same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
- 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
- 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
- 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
- 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
- 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
- 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
- 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
- if you omitted the 'power' parameter (likely!), you are not affected.
- if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
- if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
see https://github.com/ocornut/imgui/issues/3361 for all details.
kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
- obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
- 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
- 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
- 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
- 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
- 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
- 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
- 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
- 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
- ShowTestWindow() -> use ShowDemoWindow()
- IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
- IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
- SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
- GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
- ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
- ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
- ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
- IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
- 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
- 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
- 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
- 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
- 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
- AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
- SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
- ImFont::Glyph -> use ImFontGlyph
- 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
- 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
- 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
- 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
- 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
Please reach out if you are affected.
- 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
- 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
- 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
- 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
- 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
- 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
- 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
- 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
- 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
- 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
- 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
- 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
- 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
- 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
- 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
consistent with other functions. Kept redirection functions (will obsolete).
- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
- 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
- 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
- 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
- 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
- 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
- obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
- 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
- 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
- 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
- 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
- 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
- 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
- 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
- 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
- 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
- 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
- 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
- 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
- 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
- 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
- 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
- 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
- changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
- changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
- 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
- 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
- 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
- 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
- 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
- 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
- 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
- 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
- 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
- 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
- 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
- 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
- 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
- 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
- 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
- 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
- if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
- the signature of the io.RenderDrawListsFn handler has changed!
old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
- 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
- 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
- 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
- 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
- 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
- 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
- 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
- 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
- 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
- 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
- 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
- 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
- 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
- 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
- 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
- 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
- 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
- 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
- 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
- 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
- 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
- old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
- new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
- 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
- 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
- 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
- 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
- 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
- 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
- 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
- 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
- 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
- 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
- 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
FREQUENTLY ASKED QUESTIONS (FAQ)
================================
Read all answers online:
https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
Read all answers locally (with a text editor or ideally a Markdown viewer):
docs/FAQ.md
Some answers are copied down here to facilitate searching in code.
Q&A: Basics
===========
Q: Where is the documentation?
A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
- Run the examples/ applications and explore them.
- Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
- The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
- Your programming IDE is your friend, find the type or function declaration to find comments
associated with it.
Q: What is this library called?
Q: Which version should I get?
>> This library is called "Dear ImGui", please don't call it "ImGui" :)
>> See https://www.dearimgui.com/faq for details.
Q&A: Integration
================
Q: How to get started?
A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
>> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
Q. How can I enable keyboard or gamepad controls?
Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
>> See https://www.dearimgui.com/faq
Q&A: Usage
----------
Q: About the ID Stack system..
- Why is my widget not reacting when I click on it?
- How can I have widgets with an empty label?
- How can I have multiple widgets with the same label?
- How can I have multiple windows with the same label?
Q: How can I display an image? What is ImTextureID, how does it work?
Q: How can I use my own math types instead of ImVec2?
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API)
>> See https://www.dearimgui.com/faq
Q&A: Fonts, Text
================
Q: How should I handle DPI in my application?
Q: How can I load a different font than the default?
Q: How can I easily use icons in my application?
Q: How can I load multiple fonts?
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
>> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
Q&A: Concerns
=============
Q: Who uses Dear ImGui?
Q: Can you create elaborate/serious tools with Dear ImGui?
Q: Can you reskin the look of Dear ImGui?
Q: Why using C++ (as opposed to C)?
>> See https://www.dearimgui.com/faq
Q&A: Community
==============
Q: How can I help?
A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
>>> See https://github.com/ocornut/imgui/wiki/Funding
- Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
- If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
*/
//-------------------------------------------------------------------------
// [SECTION] INCLUDES
//-------------------------------------------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
// System includes
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdint.h> // intptr_t
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif
// [Windows] OS specific includes (optional)
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#define IMGUI_DISABLE_WIN32_FUNCTIONS
#endif
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef NOMINMAX
#define NOMINMAX
#endif
#ifndef __MINGW32__
#include <Windows.h> // _wfopen, OpenClipboard
#else
#include <windows.h>
#endif
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif
#endif
// [Apple] OS specific includes
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
// Debug options
#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
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 = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
// Tooltip offset
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
// Docking
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------
static void SetCurrentWindow(ImGuiWindow* window);
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
// Settings
static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
// Platform Dependents default implementation for IO functions
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
namespace ImGui
{
// Item
static void ItemHandleShortcut(ImGuiID id);
// Navigation
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
static void NavUpdateCreateTabbingRequest();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavUpdateCreateWrappingRequest();
static void NavEndFrame();
static bool NavScoreItem(ImGuiNavItemData* result);
static void NavApplyItemToResult(ImGuiNavItemData* result);
static void NavProcessItem();
static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
static void NavRestoreLayer(ImGuiNavLayer layer);
static int FindWindowFocusIndex(ImGuiWindow* window);
// Error Checking and Debug Tools
static void ErrorCheckNewFrameSanityChecks();
static void ErrorCheckEndFrameSanityChecks();
static void UpdateDebugToolItemPicker();
static void UpdateDebugToolStackQueries();
static void UpdateDebugToolFlashStyleColor();
// Inputs
static void UpdateKeyboardInputs();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
// Misc
static void UpdateSettings();
static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds();
static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
// Viewports
const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
static void DestroyViewport(ImGuiViewportP* viewport);
static void UpdateViewportsNewFrame();
static void UpdateViewportsEndFrame();
static void WindowSelectViewport(ImGuiWindow* window);
static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
static int FindPlatformMonitorForPos(const ImVec2& pos);
static int FindPlatformMonitorForRect(const ImRect& r);
static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
}
//-----------------------------------------------------------------------------
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------
// DLL users:
// - Heaps and globals are not shared across DLL boundaries!
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
// Change to a different context by calling ImGui::SetCurrentContext().
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
// If you want thread-safety to allow N threads to access N different contexts:
// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
// struct ImGuiContext;
// extern thread_local ImGuiContext* MyImGuiTLS;
// #define GImGui MyImGuiTLS
// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
// - DLL users: read comments above.
#ifndef GImGui
ImGuiContext* GImGui = NULL;
#endif
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
// - DLL users: read comments above.
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
#else
static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
#endif
static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
static void* GImAllocatorUserData = NULL;
//-----------------------------------------------------------------------------
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
//-----------------------------------------------------------------------------
ImGuiStyle::ImGuiStyle()
{
Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
WindowPadding = ImVec2(8,8); // Padding within a window
WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText()
SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
// Behaviors
HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
// Default theme
ImGui::StyleColorsDark(this);
}
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
void ImGuiStyle::ScaleAllSizes(float scale_factor)
{
WindowPadding = ImTrunc(WindowPadding * scale_factor);
WindowRounding = ImTrunc(WindowRounding * scale_factor);
WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
ChildRounding = ImTrunc(ChildRounding * scale_factor);
PopupRounding = ImTrunc(PopupRounding * scale_factor);
FramePadding = ImTrunc(FramePadding * scale_factor);
FrameRounding = ImTrunc(FrameRounding * scale_factor);
ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
CellPadding = ImTrunc(CellPadding * scale_factor);
TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
GrabRounding = ImTrunc(GrabRounding * scale_factor);
LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
TabRounding = ImTrunc(TabRounding * scale_factor);
TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
}
ImGuiIO::ImGuiIO()
{
// Most fields are initialized with zero
memset(this, 0, sizeof(*this));
IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
// Settings
ConfigFlags = ImGuiConfigFlags_None;
BackendFlags = ImGuiBackendFlags_None;
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f / 60.0f;
IniSavingRate = 5.0f;
IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
LogFilename = "imgui_log.txt";
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int i = 0; i < ImGuiKey_COUNT; i++)
KeyMap[i] = -1;
#endif
UserData = NULL;
Fonts = NULL;
FontGlobalScale = 1.0f;
FontDefault = NULL;
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
ConfigDockingNoSplit = false;
ConfigDockingWithShift = false;
ConfigDockingAlwaysTabBar = false;
ConfigDockingTransparentPayload = false;
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
ConfigViewportsNoAutoMerge = false;
ConfigViewportsNoTaskBarIcon = false;
ConfigViewportsNoDecoration = true;
ConfigViewportsNoDefaultParent = false;
// Miscellaneous options
MouseDrawCursor = false;
#ifdef __APPLE__
ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
ConfigMacOSXBehaviors = false;
#endif
ConfigInputTrickleEventQueue = true;
ConfigInputTextCursorBlink = true;
ConfigInputTextEnterKeepActive = false;
ConfigDragClickToInputText = false;
ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false;
ConfigMemoryCompactTimer = 60.0f;
ConfigDebugBeginReturnValueOnce = false;
ConfigDebugBeginReturnValueLoop = false;
// Inputs Behaviors
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
MouseDragThreshold = 6.0f;
KeyRepeatDelay = 0.275f;
KeyRepeatRate = 0.050f;
// Platform Functions
// Note: Initialize() will setup default clipboard/ime handlers.
BackendPlatformName = BackendRendererName = NULL;
BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
PlatformLocaleDecimalPoint = '.';
// Input (NB: we already have memset zero the entire structure!)
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
MouseSource = ImGuiMouseSource_Mouse;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
AppAcceptingEvents = true;
BackendUsingLegacyKeyArrays = (ImS8)-1;
BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
}
// Pass in translated ASCII characters for text input.
// - with glfw you can get those from the callback set in glfwSetCharCallback()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
void ImGuiIO::AddInputCharacter(unsigned int c)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
if (c == 0 || !AppAcceptingEvents)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Text;
e.Source = ImGuiInputSource_Keyboard;
e.EventId = g.InputEventsNextEventId++;
e.Text.Char = c;
g.InputEventsQueue.push_back(e);
}
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
// we should save the high surrogate.
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
{
if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
return;
if ((c & 0xFC00) == 0xD800) // High surrogate, must save
{
if (InputQueueSurrogate != 0)
AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
InputQueueSurrogate = c;
return;
}
ImWchar cp = c;
if (InputQueueSurrogate != 0)
{
if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
{
AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
}
else
{
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
#else
cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
#endif
}
InputQueueSurrogate = 0;
}
AddInputCharacter((unsigned)cp);
}
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
if (!AppAcceptingEvents)
return;
while (*utf8_chars != 0)
{
unsigned int c = 0;
utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
AddInputCharacter(c);
}
}
// Clear all incoming events.
void ImGuiIO::ClearEventsQueue()
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
g.InputEventsQueue.clear();
}
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys()
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
memset(KeysDown, 0, sizeof(KeysDown));
#endif
for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
{
KeysData[n].Down = false;
KeysData[n].DownDuration = -1.0f;
KeysData[n].DownDurationPrev = -1.0f;
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = ImGuiMod_None;
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
{
MouseDown[n] = false;
MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
}
MouseWheel = MouseWheelH = 0.0f;
InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
}
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
// Current frame character buffer is now also cleared by ClearInputKeys().
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void ImGuiIO::ClearInputCharacters()
{
InputQueueCharacters.resize(0);
}
#endif
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
{
ImGuiContext& g = *ctx;
for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
{
ImGuiInputEvent* e = &g.InputEventsQueue[n];
if (e->Type != type)
continue;
if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
continue;
if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
continue;
return e;
}
return NULL;
}
// Queue a new key down/up event.
// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
// - bool down: Is the key down? use false to signify a key release.
// - float analog_value: 0.0f..1.0f
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
{
//if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
IM_ASSERT(Ctx != NULL);
if (key == ImGuiKey_None || !AppAcceptingEvents)
return;
ImGuiContext& g = *Ctx;
IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
// MacOS: swap Cmd(Super) and Ctrl
if (g.IO.ConfigMacOSXBehaviors)
{
if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; }
else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; }
else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; }
else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
}
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
if (BackendUsingLegacyKeyArrays == -1)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
BackendUsingLegacyKeyArrays = 0;
#endif
if (ImGui::IsGamepadKey(key))
BackendUsingLegacyNavInputArray = false;
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
if (latest_key_down == down && latest_key_analog == analog_value)
return;
// Add event
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Key;
e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
e.EventId = g.InputEventsNextEventId++;
e.Key.Key = key;
e.Key.Down = down;
e.Key.AnalogValue = analog_value;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
{
if (!AppAcceptingEvents)
return;
AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
}
// [Optional] Call after AddKeyEvent().
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
{
if (key == ImGuiKey_None)
return;
IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
IM_UNUSED(native_keycode); // Yet unused
IM_UNUSED(native_scancode); // Yet unused
// Build native->imgui map so old user code can still call key functions with native 0..511 values.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
return;
KeyMap[legacy_key] = key;
KeyMap[key] = legacy_key;
#else
IM_UNUSED(key);
IM_UNUSED(native_legacy_index);
#endif
}
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
{
AppAcceptingEvents = accepting_events;
}
// Queue a mouse move event
void ImGuiIO::AddMousePosEvent(float x, float y)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
if (!AppAcceptingEvents)
return;
// Apply same flooring as UpdateMouseInputs()
ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
if (latest_pos.x == pos.x && latest_pos.y == pos.y)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MousePos;
e.Source = ImGuiInputSource_Mouse;
e.EventId = g.InputEventsNextEventId++;
e.MousePos.PosX = pos.x;
e.MousePos.PosY = pos.y;
e.MousePos.MouseSource = g.InputEventsNextMouseSource;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
if (!AppAcceptingEvents)
return;
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
{
// Order of both statements matterns: this event will still release mouse button 1
mouse_button = 1;
if (!down)
MouseCtrlLeftAsRightClick = false;
}
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
if (latest_button_down == down)
return;
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
// - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
// - At this point we want from !down to down, so this is handling the initial press.
if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
{
const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
{
IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
MouseCtrlLeftAsRightClick = true;
AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
return;
}
}
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseButton;
e.Source = ImGuiInputSource_Mouse;
e.EventId = g.InputEventsNextEventId++;
e.MouseButton.Button = mouse_button;
e.MouseButton.Down = down;
e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
g.InputEventsQueue.push_back(e);
}
// Queue a mouse wheel event (some mouse/API may only have a Y component)
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
// Filter duplicate (unlike most events, wheel values are relative and easy to filter)
if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseWheel;
e.Source = ImGuiInputSource_Mouse;
e.EventId = g.InputEventsNextEventId++;
e.MouseWheel.WheelX = wheel_x;
e.MouseWheel.WheelY = wheel_y;
e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
g.InputEventsQueue.push_back(e);
}
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
g.InputEventsNextMouseSource = source;
}
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
//IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
if (!AppAcceptingEvents)
return;
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
if (latest_viewport_id == viewport_id)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseViewport;
e.Source = ImGuiInputSource_Mouse;
e.MouseViewport.HoveredViewportID = viewport_id;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddFocusEvent(bool focused)
{
IM_ASSERT(Ctx != NULL);
ImGuiContext& g = *Ctx;
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Focus;
e.EventId = g.InputEventsNextEventId++;
e.AppFocused.Focused = focused;
g.InputEventsQueue.push_back(e);
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
//-----------------------------------------------------------------------------
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
{
IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
ImVec2 p_last = p1;
ImVec2 p_closest;
float p_closest_dist2 = FLT_MAX;
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
float dist2 = ImLengthSqr(p - p_line);
if (dist2 < p_closest_dist2)
{
p_closest = p_line;
p_closest_dist2 = dist2;
}
p_last = p_current;
}
return p_closest;
}
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
{
ImVec2 p_current(x4, y4);
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
float dist2 = ImLengthSqr(p - p_line);
if (dist2 < p_closest_dist2)
{
p_closest = p_line;
p_closest_dist2 = dist2;
}
p_last = p_current;
}
else if (level < 10)
{
float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
{
IM_ASSERT(tess_tol > 0.0f);
ImVec2 p_last = p1;
ImVec2 p_closest;
float p_closest_dist2 = FLT_MAX;
ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
return p_closest;
}
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
{
ImVec2 ap = p - a;
ImVec2 ab_dir = b - a;
float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
if (dot < 0.0f)
return a;
float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
if (dot > ab_len_sqr)
return b;
return a + ab_dir * dot / ab_len_sqr;
}
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
{
bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
return ((b1 == b2) && (b2 == b3));
}
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
{
ImVec2 v0 = b - a;
ImVec2 v1 = c - a;
ImVec2 v2 = p - a;
const float denom = v0.x * v1.y - v1.x * v0.y;
out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
out_u = 1.0f - out_v - out_w;
}
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
{
ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
float dist2_ab = ImLengthSqr(p - proj_ab);
float dist2_bc = ImLengthSqr(p - proj_bc);
float dist2_ca = ImLengthSqr(p - proj_ca);
float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
if (m == dist2_ab)
return proj_ab;
if (m == dist2_bc)
return proj_bc;
return proj_ca;
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
//-----------------------------------------------------------------------------
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
int ImStricmp(const char* str1, const char* str2)
{
int d;
while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
return d;
}
int ImStrnicmp(const char* str1, const char* str2, size_t count)
{
int d = 0;
while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
return d;
}
void ImStrncpy(char* dst, const char* src, size_t count)
{
if (count < 1)
return;
if (count > 1)
strncpy(dst, src, count - 1);
dst[count - 1] = 0;
}
char* ImStrdup(const char* str)
{
size_t len = strlen(str);
void* buf = IM_ALLOC(len + 1);
return (char*)memcpy(buf, (const void*)str, len + 1);
}
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
{
size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
size_t src_size = strlen(src) + 1;
if (dst_buf_size < src_size)
{
IM_FREE(dst);
dst = (char*)IM_ALLOC(src_size);
if (p_dst_size)
*p_dst_size = src_size;
}
return (char*)memcpy(dst, (const void*)src, src_size);
}
const char* ImStrchrRange(const char* str, const char* str_end, char c)
{
const char* p = (const char*)memchr(str, (int)c, str_end - str);
return p;
}
int ImStrlenW(const ImWchar* str)
{
//return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
int n = 0;
while (*str++) n++;
return n;
}
// Find end-of-line. Return pointer will point to either first \n, either str_end.
const char* ImStreolRange(const char* str, const char* str_end)
{
const char* p = (const char*)memchr(str, '\n', str_end - str);
return p ? p : str_end;
}
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
{
while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
buf_mid_line--;
return buf_mid_line;
}
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
{
if (!needle_end)
needle_end = needle + strlen(needle);
const char un0 = (char)ImToUpper(*needle);
while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
{
if (ImToUpper(*haystack) == un0)
{
const char* b = needle + 1;
for (const char* a = haystack + 1; b < needle_end; a++, b++)
if (ImToUpper(*a) != ImToUpper(*b))
break;
if (b == needle_end)
return haystack;
}
haystack++;
}
return NULL;
}
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
void ImStrTrimBlanks(char* buf)
{
char* p = buf;
while (p[0] == ' ' || p[0] == '\t') // Leading blanks
p++;
char* p_start = p;
while (*p != 0) // Find end of string
p++;
while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
p--;
if (p_start != buf) // Copy memory if we had leading blanks
memmove(buf, p_start, p - p_start);
buf[p - p_start] = 0; // Zero terminate
}
const char* ImStrSkipBlank(const char* str)
{
while (str[0] == ' ' || str[0] == '\t')
str++;
return str;
}
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
// B) When buf==NULL vsnprintf() will return the output size.
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
#ifdef IMGUI_USE_STB_SPRINTF
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
#define STB_SPRINTF_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_SPRINTF_FILENAME
#include IMGUI_STB_SPRINTF_FILENAME
#else
#include "stb_sprintf.h"
#endif
#endif // #ifdef IMGUI_USE_STB_SPRINTF
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
#ifdef IMGUI_USE_STB_SPRINTF
int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
#else
int w = vsnprintf(buf, buf_size, fmt, args);
#endif
va_end(args);
if (buf == NULL)
return w;
if (w == -1 || w >= (int)buf_size)
w = (int)buf_size - 1;
buf[w] = 0;
return w;
}
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
{
#ifdef IMGUI_USE_STB_SPRINTF
int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
#else
int w = vsnprintf(buf, buf_size, fmt, args);
#endif
if (buf == NULL)
return w;
if (w == -1 || w >= (int)buf_size)
w = (int)buf_size - 1;
buf[w] = 0;
return w;
}
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
va_end(args);
}
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
{
const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
if (buf == NULL)
buf = "(null)";
*out_buf = buf;
if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
}
else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
{
int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
const char* buf = va_arg(args, const char*);
if (buf == NULL)
{
buf = "(null)";
buf_len = ImMin(buf_len, 6);
}
*out_buf = buf;
*out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
}
else
{
int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
*out_buf = g.TempBuffer.Data;
if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
}
}
// CRC32 needs a 1KB lookup table (not cache friendly)
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
static const ImU32 GCrc32LookupTable[256] =
{
0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
};
// Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
{
ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p;
const ImU32* crc32_lut = GCrc32LookupTable;
while (data_size-- != 0)
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
return ~crc;
}
// Zero-terminated string hash, with support for ### to reset back to seed value
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
// Because this syntax is rarely used we are optimizing for the common case.
// - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
{
seed = ~seed;
ImU32 crc = seed;
const unsigned char* data = (const unsigned char*)data_p;
const ImU32* crc32_lut = GCrc32LookupTable;
if (data_size != 0)
{
while (data_size-- != 0)
{
unsigned char c = *data++;
if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
}
}
else
{
while (unsigned char c = *data++)
{
if (c == '#' && data[0] == '#' && data[1] == '#')
crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
}
}
return ~crc;
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (File functions)
//-----------------------------------------------------------------------------
// Default file functions
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
ImFileHandle ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
// Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
// Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
// We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
wchar_t local_temp_stack[FILENAME_MAX];
ImVector<wchar_t> local_temp_heap;
if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
local_temp_heap.resize(filename_wsize + mode_wsize);
wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
return ::_wfopen(filename_wbuf, mode_wbuf);
#else
return fopen(filename, mode);
#endif
}
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
// Helper: Load file content into memory
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
// This can't really be used with "rt" because fseek size won't match read size.
void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
{
IM_ASSERT(filename && mode);
if (out_file_size)
*out_file_size = 0;
ImFileHandle f;
if ((f = ImFileOpen(filename, mode)) == NULL)
return NULL;
size_t file_size = (size_t)ImFileGetSize(f);
if (file_size == (size_t)-1)
{
ImFileClose(f);
return NULL;
}
void* file_data = IM_ALLOC(file_size + padding_bytes);
if (file_data == NULL)
{
ImFileClose(f);
return NULL;
}
if (ImFileRead(file_data, 1, file_size, f) != file_size)
{
ImFileClose(f);
IM_FREE(file_data);
return NULL;
}
if (padding_bytes > 0)
memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
ImFileClose(f);
if (out_file_size)
*out_file_size = file_size;
return file_data;
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
//-----------------------------------------------------------------------------
IM_MSVC_RUNTIME_CHECKS_OFF
// Convert UTF-8 to 32-bit character, process single character input.
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
// We handle UTF-8 decoding error by skipping forward.
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
{
static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
static const int shiftc[] = { 0, 18, 12, 6, 0 };
static const int shifte[] = { 0, 6, 4, 2, 0 };
int len = lengths[*(const unsigned char*)in_text >> 3];
int wanted = len + (len ? 0 : 1);
if (in_text_end == NULL)
in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
// Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
// so it is fast even with excessive branching.
unsigned char s[4];
s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
// Assume a four-byte character and load four bytes. Unused bits are shifted out.
*out_char = (uint32_t)(s[0] & masks[len]) << 18;
*out_char |= (uint32_t)(s[1] & 0x3f) << 12;
*out_char |= (uint32_t)(s[2] & 0x3f) << 6;
*out_char |= (uint32_t)(s[3] & 0x3f) << 0;
*out_char >>= shiftc[len];
// Accumulate the various error conditions.
int e = 0;
e = (*out_char < mins[len]) << 6; // non-canonical encoding
e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
e |= (s[1] & 0xc0) >> 2;
e |= (s[2] & 0xc0) >> 4;
e |= (s[3] ) >> 6;
e ^= 0x2a; // top two bits of each tail byte correct?
e >>= shifte[len];
if (e)
{
// No bytes are consumed when *in_text == 0 || in_text == in_text_end.
// One byte is consumed in case of invalid first byte of in_text.
// All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
// Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
*out_char = IM_UNICODE_CODEPOINT_INVALID;
}
return wanted;
}
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
{
ImWchar* buf_out = buf;
ImWchar* buf_end = buf + buf_size;
while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c;
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
*buf_out++ = (ImWchar)c;
}
*buf_out = 0;
if (in_text_remaining)
*in_text_remaining = in_text;
return (int)(buf_out - buf);
}
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
{
int char_count = 0;
while ((!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c;
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
char_count++;
}
return char_count;
}
// Based on stb_to_utf8() from github.com/nothings/stb/
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
{
if (c < 0x80)
{
buf[0] = (char)c;
return 1;
}
if (c < 0x800)
{
if (buf_size < 2) return 0;
buf[0] = (char)(0xc0 + (c >> 6));
buf[1] = (char)(0x80 + (c & 0x3f));
return 2;
}
if (c < 0x10000)
{
if (buf_size < 3) return 0;
buf[0] = (char)(0xe0 + (c >> 12));
buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
buf[2] = (char)(0x80 + ((c ) & 0x3f));
return 3;
}
if (c <= 0x10FFFF)
{
if (buf_size < 4) return 0;
buf[0] = (char)(0xf0 + (c >> 18));
buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
buf[3] = (char)(0x80 + ((c ) & 0x3f));
return 4;
}
// Invalid code point, the max unicode is 0x10FFFF
return 0;
}
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
{
int count = ImTextCharToUtf8_inline(out_buf, 5, c);
out_buf[count] = 0;
return out_buf;
}
// Not optimal but we very rarely use this function.
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
{
unsigned int unused = 0;
return ImTextCharFromUtf8(&unused, in_text, in_text_end);
}
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
{
if (c < 0x80) return 1;
if (c < 0x800) return 2;
if (c < 0x10000) return 3;
if (c <= 0x10FFFF) return 4;
return 3;
}
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
{
char* buf_p = out_buf;
const char* buf_end = out_buf + out_buf_size;
while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c = (unsigned int)(*in_text++);
if (c < 0x80)
*buf_p++ = (char)c;
else
buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
}
*buf_p = 0;
return (int)(buf_p - out_buf);
}
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
{
int bytes_count = 0;
while ((!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c = (unsigned int)(*in_text++);
if (c < 0x80)
bytes_count++;
else
bytes_count += ImTextCountUtf8BytesFromChar(c);
}
return bytes_count;
}
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
{
while (in_text_curr > in_text_start)
{
in_text_curr--;
if ((*in_text_curr & 0xC0) != 0x80)
return in_text_curr;
}
return in_text_start;
}
int ImTextCountLines(const char* in_text, const char* in_text_end)
{
if (in_text_end == NULL)
in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
int count = 0;
while (in_text < in_text_end)
{
const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
in_text = line_end ? line_end + 1 : in_text_end;
count++;
}
return count;
}
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
{
float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
return IM_COL32(r, g, b, 0xFF);
}
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
{
float s = 1.0f / 255.0f;
return ImVec4(
((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
}
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
{
ImU32 out;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
return out;
}
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
{
float K = 0.f;
if (g < b)
{
ImSwap(g, b);
K = -1.f;
}
if (r < g)
{
ImSwap(r, g);
K = -2.f / 6.f - K;
}
const float chroma = r - (g < b ? g : b);
out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
out_s = chroma / (r + 1e-20f);
out_v = r;
}
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
// also http://en.wikipedia.org/wiki/HSL_and_HSV
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
{
if (s == 0.0f)
{
// gray
out_r = out_g = out_b = v;
return;
}
h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
int i = (int)h;
float f = h - (float)i;
float p = v * (1.0f - s);
float q = v * (1.0f - s * f);
float t = v * (1.0f - s * (1.0f - f));
switch (i)
{
case 0: out_r = v; out_g = t; out_b = p; break;
case 1: out_r = q; out_g = v; out_b = p; break;
case 2: out_r = p; out_g = v; out_b = t; break;
case 3: out_r = p; out_g = q; out_b = v; break;
case 4: out_r = t; out_g = p; out_b = v; break;
case 5: default: out_r = v; out_g = p; out_b = q; break;
}
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStorage
// Helper: Key->value storage
//-----------------------------------------------------------------------------
// std::lower_bound but without the bullshit
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
{
ImGuiStorage::ImGuiStoragePair* first = data.Data;
ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
size_t count = (size_t)(last - first);
while (count > 0)
{
size_t count2 = count >> 1;
ImGuiStorage::ImGuiStoragePair* mid = first + count2;
if (mid->key < key)
{
first = ++mid;
count -= count2 + 1;
}
else
{
count = count2;
}
}
return first;
}
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
void ImGuiStorage::BuildSortByKey()
{
struct StaticFunc
{
static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
{
// We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
return 0;
}
};
ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
}
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
{
ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_i;
}
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
{
return GetInt(key, default_val ? 1 : 0) != 0;
}
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
{
ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_f;
}
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
{
ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
if (it == Data.end() || it->key != key)
return NULL;
return it->val_p;
}
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, ImGuiStoragePair(key, default_val));
return &it->val_i;
}
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
{
return (bool*)GetIntRef(key, default_val ? 1 : 0);
}
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, ImGuiStoragePair(key, default_val));
return &it->val_f;
}
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, ImGuiStoragePair(key, default_val));
return &it->val_p;
}
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
void ImGuiStorage::SetInt(ImGuiID key, int val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
Data.insert(it, ImGuiStoragePair(key, val));
else
it->val_i = val;
}
void ImGuiStorage::SetBool(ImGuiID key, bool val)
{
SetInt(key, val ? 1 : 0);
}
void ImGuiStorage::SetFloat(ImGuiID key, float val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
Data.insert(it, ImGuiStoragePair(key, val));
else
it->val_f = val;
}
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
{
ImGuiStoragePair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
Data.insert(it, ImGuiStoragePair(key, val));
else
it->val_p = val;
}
void ImGuiStorage::SetAllInt(int v)
{
for (int i = 0; i < Data.Size; i++)
Data[i].val_i = v;
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiTextFilter
//-----------------------------------------------------------------------------
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
{
InputBuf[0] = 0;
CountGrep = 0;
if (default_filter)
{
ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
Build();
}
}
bool ImGuiTextFilter::Draw(const char* label, float width)
{
if (width != 0.0f)
ImGui::SetNextItemWidth(width);
bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
if (value_changed)
Build();
return value_changed;
}
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
{
out->resize(0);
const char* wb = b;
const char* we = wb;
while (we < e)
{
if (*we == separator)
{
out->push_back(ImGuiTextRange(wb, we));
wb = we + 1;
}
we++;
}
if (wb != we)
out->push_back(ImGuiTextRange(wb, we));
}
void ImGuiTextFilter::Build()
{
Filters.resize(0);
ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
input_range.split(',', &Filters);
CountGrep = 0;
for (ImGuiTextRange& f : Filters)
{
while (f.b < f.e && ImCharIsBlankA(f.b[0]))
f.b++;
while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
f.e--;
if (f.empty())
continue;
if (f.b[0] != '-')
CountGrep += 1;
}
}
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
{
if (Filters.empty())
return true;
if (text == NULL)
text = "";
for (const ImGuiTextRange& f : Filters)
{
if (f.empty())
continue;
if (f.b[0] == '-')
{
// Subtract
if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
return false;
}
else
{
// Grep
if (ImStristr(text, text_end, f.b, f.e) != NULL)
return true;
}
}
// Implicit * grep
if (CountGrep == 0)
return true;
return false;
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
//-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
#ifndef va_copy
#if defined(__GNUC__) || defined(__clang__)
#define va_copy(dest, src) __builtin_va_copy(dest, src)
#else
#define va_copy(dest, src) (dest = src)
#endif
#endif
char ImGuiTextBuffer::EmptyString[1] = { 0 };
void ImGuiTextBuffer::append(const char* str, const char* str_end)
{
int len = str_end ? (int)(str_end - str) : (int)strlen(str);
// Add zero-terminator the first time
const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
const int needed_sz = write_off + len;
if (write_off + len >= Buf.Capacity)
{
int new_capacity = Buf.Capacity * 2;
Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
}
Buf.resize(needed_sz);
memcpy(&Buf[write_off - 1], str, (size_t)len);
Buf[write_off - 1 + len] = 0;
}
void ImGuiTextBuffer::appendf(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
appendfv(fmt, args);
va_end(args);
}
// Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
{
va_list args_copy;
va_copy(args_copy, args);
int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
if (len <= 0)
{
va_end(args_copy);
return;
}
// Add zero-terminator the first time
const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
const int needed_sz = write_off + len;
if (write_off + len >= Buf.Capacity)
{
int new_capacity = Buf.Capacity * 2;
Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
}
Buf.resize(needed_sz);
ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
va_end(args_copy);
}
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
{
IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
if (old_size == new_size)
return;
if (EndOffset == 0 || base[EndOffset - 1] == '\n')
LineOffsets.push_back(EndOffset);
const char* base_end = base + new_size;
for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
if (++p < base_end) // Don't push a trailing offset on last \n
LineOffsets.push_back((int)(intptr_t)(p - base));
EndOffset = ImMax(EndOffset, new_size);
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
//-----------------------------------------------------------------------------
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
static bool GetSkipItemForListClipping()
{
ImGuiContext& g = *GImGui;
return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
}
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
{
if (ranges.Size - offset <= 1)
return;
// Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
for (int i = offset; i < sort_end + offset; ++i)
if (ranges[i].Min > ranges[i + 1].Min)
ImSwap(ranges[i], ranges[i + 1]);
// Now fuse ranges together as much as possible.
for (int i = 1 + offset; i < ranges.Size; i++)
{
IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
if (ranges[i - 1].Max < ranges[i].Min)
continue;
ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
ranges.erase(ranges.Data + i);
i--;
}
}
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
{
// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
// The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float off_y = pos_y - window->DC.CursorPos.y;
window->DC.CursorPos.y = pos_y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
if (ImGuiTable* table = g.CurrentTable)
{
if (table->IsInsideRow)
ImGui::TableEndRow(table);
table->RowPosY2 = window->DC.CursorPos.y;
const int row_increase = (int)((off_y / line_height) + 0.5f);
//table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
table->RowBgColorCounter += row_increase;
}
}
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
{
// StartPosY starts from ItemsFrozen hence the subtraction
// Perform the add and multiply with double to allow seeking through larger ranges
ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
}
ImGuiListClipper::ImGuiListClipper()
{
memset(this, 0, sizeof(*this));
}
ImGuiListClipper::~ImGuiListClipper()
{
End();
}
void ImGuiListClipper::Begin(int items_count, float items_height)
{
if (Ctx == NULL)
Ctx = ImGui::GetCurrentContext();
ImGuiContext& g = *Ctx;
ImGuiWindow* window = g.CurrentWindow;
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
if (ImGuiTable* table = g.CurrentTable)
if (table->IsInsideRow)
ImGui::TableEndRow(table);
StartPosY = window->DC.CursorPos.y;
ItemsHeight = items_height;
ItemsCount = items_count;
DisplayStart = -1;
DisplayEnd = 0;
// Acquire temporary buffer
if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
data->Reset(this);
data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
TempData = data;
}
void ImGuiListClipper::End()
{
if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
{
// In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
ImGuiContext& g = *Ctx;
IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
// Restore temporary buffer and fix back pointers which may be invalidated when nesting
IM_ASSERT(data->ListClipper == this);
data->StepNo = data->Ranges.Size;
if (--g.ClipperTempDataStacked > 0)
{
data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
data->ListClipper->TempData = data;
}
TempData = NULL;
}
ItemsCount = -1;
}
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
{
ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
IM_ASSERT(item_begin <= item_end);
if (item_begin < item_end)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
}
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
{
ImGuiContext& g = *clipper->Ctx;
ImGuiWindow* window = g.CurrentWindow;
ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
ImGuiTable* table = g.CurrentTable;
if (table && table->IsInsideRow)
ImGui::TableEndRow(table);
// No items
if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
return false;
// While we are in frozen row state, keep displaying items one by one, unclipped
// FIXME: Could be stored as a table-agnostic state.
if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
{
clipper->DisplayStart = data->ItemsFrozen;
clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
if (clipper->DisplayStart < clipper->DisplayEnd)
data->ItemsFrozen++;
return true;
}
// Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
bool calc_clipping = false;
if (data->StepNo == 0)
{
clipper->StartPosY = window->DC.CursorPos.y;
if (clipper->ItemsHeight <= 0.0f)
{
// Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
data->StepNo = 1;
return true;
}
calc_clipping = true; // If on the first step with known item height, calculate clipping.
}
// Step 1: Let the clipper infer height from first range
if (clipper->ItemsHeight <= 0.0f)
{
IM_ASSERT(data->StepNo == 1);
if (table)
IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
if (affected_by_floating_point_precision)
clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
}
// Step 0 or 1: Calculate the actual ranges of visible elements.
const int already_submitted = clipper->DisplayEnd;
if (calc_clipping)
{
if (g.LogEnabled)
{
// If logging is active, do not perform any clipping
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
}
else
{
// Add range selected to be included for navigation
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
// Add focused/active item
ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
// Add visible range
const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
}
// Convert position ranges to item index ranges
// - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
// - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
// which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
for (ImGuiListClipperRange& range : data->Ranges)
if (range.PosToIndexConvert)
{
int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
range.PosToIndexConvert = false;
}
ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
}
// Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
while (data->StepNo < data->Ranges.Size)
{
clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
if (clipper->DisplayStart > already_submitted) //-V1051
ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
data->StepNo++;
if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
continue;
return true;
}
// After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
// Advance the cursor to the end of the list and then returns 'false' to end the loop.
if (clipper->ItemsCount < INT_MAX)
ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
return false;
}
bool ImGuiListClipper::Step()
{
ImGuiContext& g = *Ctx;
bool need_items_height = (ItemsHeight <= 0.0f);
bool ret = ImGuiListClipper_StepInternal(this);
if (ret && (DisplayStart == DisplayEnd))
ret = false;
if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
if (need_items_height && ItemsHeight > 0.0f)
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
if (ret)
{
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
}
else
{
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
End();
}
return ret;
}
//-----------------------------------------------------------------------------
// [SECTION] STYLING
//-----------------------------------------------------------------------------
ImGuiStyle& ImGui::GetStyle()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
return GImGui->Style;
}
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
{
ImGuiStyle& style = GImGui->Style;
ImVec4 c = style.Colors[idx];
c.w *= style.Alpha * alpha_mul;
return ColorConvertFloat4ToU32(c);
}
ImU32 ImGui::GetColorU32(const ImVec4& col)
{
ImGuiStyle& style = GImGui->Style;
ImVec4 c = col;
c.w *= style.Alpha;
return ColorConvertFloat4ToU32(c);
}
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
{
ImGuiStyle& style = GImGui->Style;
return style.Colors[idx];
}
ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
{
ImGuiStyle& style = GImGui->Style;
alpha_mul *= style.Alpha;
if (alpha_mul >= 1.0f)
return col;
ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
}
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
{
ImGuiContext& g = *GImGui;
ImGuiColorMod backup;
backup.Col = idx;
backup.BackupValue = g.Style.Colors[idx];
g.ColorStack.push_back(backup);
if (g.DebugFlashStyleColorIdx != idx)
g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
}
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
{
ImGuiContext& g = *GImGui;
ImGuiColorMod backup;
backup.Col = idx;
backup.BackupValue = g.Style.Colors[idx];
g.ColorStack.push_back(backup);
if (g.DebugFlashStyleColorIdx != idx)
g.Style.Colors[idx] = col;
}
void ImGui::PopStyleColor(int count)
{
ImGuiContext& g = *GImGui;
if (g.ColorStack.Size < count)
{
IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
count = g.ColorStack.Size;
}
while (count > 0)
{
ImGuiColorMod& backup = g.ColorStack.back();
g.Style.Colors[backup.Col] = backup.BackupValue;
g.ColorStack.pop_back();
count--;
}
}
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
{
ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
};
static const ImGuiDataVarInfo GStyleVarInfo[] =
{
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize
};
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
{
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
return &GStyleVarInfo[idx];
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
{
ImGuiContext& g = *GImGui;
const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
{
float* pvar = (float*)var_info->GetVarPtr(&g.Style);
g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
{
ImGuiContext& g = *GImGui;
const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
{
ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
}
void ImGui::PopStyleVar(int count)
{
ImGuiContext& g = *GImGui;
if (g.StyleVarStack.Size < count)
{
IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
count = g.StyleVarStack.Size;
}
while (count > 0)
{
// We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
ImGuiStyleMod& backup = g.StyleVarStack.back();
const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
void* data = info->GetVarPtr(&g.Style);
if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
g.StyleVarStack.pop_back();
count--;
}
}
const char* ImGui::GetStyleColorName(ImGuiCol idx)
{
// Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
switch (idx)
{
case ImGuiCol_Text: return "Text";
case ImGuiCol_TextDisabled: return "TextDisabled";
case ImGuiCol_WindowBg: return "WindowBg";
case ImGuiCol_ChildBg: return "ChildBg";
case ImGuiCol_PopupBg: return "PopupBg";
case ImGuiCol_Border: return "Border";
case ImGuiCol_BorderShadow: return "BorderShadow";
case ImGuiCol_FrameBg: return "FrameBg";
case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
case ImGuiCol_FrameBgActive: return "FrameBgActive";
case ImGuiCol_TitleBg: return "TitleBg";
case ImGuiCol_TitleBgActive: return "TitleBgActive";
case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
case ImGuiCol_MenuBarBg: return "MenuBarBg";
case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
case ImGuiCol_CheckMark: return "CheckMark";
case ImGuiCol_SliderGrab: return "SliderGrab";
case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
case ImGuiCol_Button: return "Button";
case ImGuiCol_ButtonHovered: return "ButtonHovered";
case ImGuiCol_ButtonActive: return "ButtonActive";
case ImGuiCol_Header: return "Header";
case ImGuiCol_HeaderHovered: return "HeaderHovered";
case ImGuiCol_HeaderActive: return "HeaderActive";
case ImGuiCol_Separator: return "Separator";
case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
case ImGuiCol_SeparatorActive: return "SeparatorActive";
case ImGuiCol_ResizeGrip: return "ResizeGrip";
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
case ImGuiCol_Tab: return "Tab";
case ImGuiCol_TabHovered: return "TabHovered";
case ImGuiCol_TabActive: return "TabActive";
case ImGuiCol_TabUnfocused: return "TabUnfocused";
case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
case ImGuiCol_DockingPreview: return "DockingPreview";
case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
case ImGuiCol_PlotLines: return "PlotLines";
case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
case ImGuiCol_PlotHistogram: return "PlotHistogram";
case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
case ImGuiCol_TableBorderLight: return "TableBorderLight";
case ImGuiCol_TableRowBg: return "TableRowBg";
case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
case ImGuiCol_DragDropTarget: return "DragDropTarget";
case ImGuiCol_NavHighlight: return "NavHighlight";
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
}
IM_ASSERT(0);
return "Unknown";
}
//-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
//-----------------------------------------------------------------------------
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
{
const char* text_display_end = text;
if (!text_end)
text_end = (const char*)-1;
while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
text_display_end++;
return text_display_end;
}
// Internal ImGui functions to render text
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Hide anything after a '##' string
const char* text_display_end;
if (hide_text_after_hash)
{
text_display_end = FindRenderedTextEnd(text, text_end);
}
else
{
if (!text_end)
text_end = text + strlen(text); // FIXME-OPT
text_display_end = text_end;
}
if (text != text_display_end)
{
window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
if (g.LogEnabled)
LogRenderedText(&pos, text, text_display_end);
}
}
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!text_end)
text_end = text + strlen(text); // FIXME-OPT
if (text != text_end)
{
window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
if (g.LogEnabled)
LogRenderedText(&pos, text, text_end);
}
}
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
// better advantage of the render function taking size into account for coarse clipping.
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
// Perform CPU side clipping for single clipped element to avoid using scissor state
ImVec2 pos = pos_min;
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
// Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
// Render
if (need_clipping)
{
ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
}
else
{
draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
}
}
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
// Hide anything after a '##' string
const char* text_display_end = FindRenderedTextEnd(text, text_end);
const int text_len = (int)(text_display_end - text);
if (text_len == 0)
return;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
if (g.LogEnabled)
LogRenderedText(&pos_min, text, text_display_end);
}
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
{
ImGuiContext& g = *GImGui;
if (text_end_full == NULL)
text_end_full = FindRenderedTextEnd(text);
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
//draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
//draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
//draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
// FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
if (text_size.x > pos_max.x - pos_min.x)
{
// Hello wo...
// | | |
// min max ellipsis_max
// <-> this is generally some padding value
const ImFont* font = draw_list->_Data->Font;
const float font_size = draw_list->_Data->FontSize;
const float font_scale = font_size / font->FontSize;
const char* text_end_ellipsis = NULL;
const float ellipsis_width = font->EllipsisWidth * font_scale;
// We can now claim the space between pos_max.x and ellipsis_max.x
const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
{
// Always display at least 1 character if there's no room for character + ellipsis
text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
}
while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
{
// Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
text_end_ellipsis--;
text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
}
// Render text, render ellipsis
RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
}
else
{
RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
}
if (g.LogEnabled)
LogRenderedText(&pos_min, text, text_end_full);
}
// Render a rectangle shaped with optional rounding and borders
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
const float border_size = g.Style.FrameBorderSize;
if (border && border_size > 0.0f)
{
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
}
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const float border_size = g.Style.FrameBorderSize;
if (border_size > 0.0f)
{
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
}
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
{
ImGuiContext& g = *GImGui;
if (id != g.NavId)
return;
if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
return;
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.NavHideHighlightOneFrame)
return;
float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
ImRect display_rect = bb;
display_rect.ClipWith(window->ClipRect);
const float thickness = 2.0f;
if (flags & ImGuiNavHighlightFlags_Compact)
{
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
}
else
{
const float distance = 3.0f + thickness * 0.5f;
display_rect.Expand(ImVec2(distance, distance));
bool fully_visible = window->ClipRect.Contains(display_rect);
if (!fully_visible)
window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
if (!fully_visible)
window->DrawList->PopClipRect();
}
}
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
for (ImGuiViewportP* viewport : g.Viewports)
{
// We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
ImVec2 offset, size, uv[4];
if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
continue;
const ImVec2 pos = base_pos - offset;
const float scale = base_scale * viewport->DpiScale;
if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
continue;
ImDrawList* draw_list = GetForegroundDrawList(viewport);
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
//-----------------------------------------------------------------------------
// [SECTION] INITIALIZATION, SHUTDOWN
//-----------------------------------------------------------------------------
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
ImGuiContext* ImGui::GetCurrentContext()
{
return GImGui;
}
void ImGui::SetCurrentContext(ImGuiContext* ctx)
{
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
#else
GImGui = ctx;
#endif
}
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
GImAllocatorUserData = user_data;
}
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
{
*p_alloc_func = GImAllocatorAllocFunc;
*p_free_func = GImAllocatorFreeFunc;
*p_user_data = GImAllocatorUserData;
}
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
ImGuiContext* prev_ctx = GetCurrentContext();
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
SetCurrentContext(ctx);
Initialize();
if (prev_ctx != NULL)
SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
return ctx;
}
void ImGui::DestroyContext(ImGuiContext* ctx)
{
ImGuiContext* prev_ctx = GetCurrentContext();
if (ctx == NULL) //-V1051
ctx = prev_ctx;
SetCurrentContext(ctx);
Shutdown();
SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
IM_DELETE(ctx);
}
// IMPORTANT: ###xxx suffixes must be same in ALL languages
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
{
{ ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
{ ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
{ ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
{ ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
{ ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
{ ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
{ ImGuiLocKey_WindowingPopup, "(Popup)" },
{ ImGuiLocKey_WindowingUntitled, "(Untitled)" },
{ ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" },
{ ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." },
{ ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." },
};
void ImGui::Initialize()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
// Add .ini handle for ImGuiWindow and ImGuiTable types
{
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
ini_handler.TypeHash = ImHashStr("Window");
ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
AddSettingsHandler(&ini_handler);
}
TableSettingsAddSettingsHandler();
// Setup default localization table
LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
// Setup default platform clipboard/IME handlers.
g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
viewport->Idx = 0;
viewport->PlatformWindowCreated = true;
viewport->Flags = ImGuiViewportFlags_OwnedByApp;
g.Viewports.push_back(viewport);
g.TempBuffer.resize(1024 * 3 + 1, 0);
g.ViewportCreatedCount++;
g.PlatformIO.Viewports.push_back(g.Viewports[0]);
// Build KeysMayBeCharInput[] lookup table (1 bool per named key)
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
|| key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
|| key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
|| key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
g.KeysMayBeCharInput.SetBit(key);
#ifdef IMGUI_HAS_DOCK
// Initialize Docking
DockContextInitialize(&g);
#endif
g.Initialized = true;
}
// This function is merely here to free heap allocations.
void ImGui::Shutdown()
{
ImGuiContext& g = *GImGui;
IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
if (g.IO.Fonts && g.FontAtlasOwnedByContext)
{
g.IO.Fonts->Locked = false;
IM_DELETE(g.IO.Fonts);
}
g.IO.Fonts = NULL;
g.DrawListSharedData.TempBuffer.clear();
// Cleanup of other data are conditional on actually having initialized Dear ImGui.
if (!g.Initialized)
return;
// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
if (g.SettingsLoaded && g.IO.IniFilename != NULL)
SaveIniSettingsToDisk(g.IO.IniFilename);
// Destroy platform windows
DestroyPlatformWindows();
// Shutdown extensions
DockContextShutdown(&g);
CallContextHooks(&g, ImGuiContextHookType_Shutdown);
// Clear everything else
g.Windows.clear_delete();
g.WindowsFocusOrder.clear();
g.WindowsTempSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.KeysRoutingTable.Clear();
g.ColorStack.clear();
g.StyleVarStack.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
g.NavTreeNodeStack.clear();
g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
g.Viewports.clear_delete();
g.TabBars.Clear();
g.CurrentTabBarStack.clear();
g.ShrinkWidthBuffer.clear();
g.ClipperTempData.clear_destruct();
g.Tables.Clear();
g.TablesTempData.clear_destruct();
g.DrawChannelsTempMergeBuffer.clear();
g.ClipboardHandlerData.clear();
g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory();
g.InputTextDeactivatedState.ClearFreeMemory();
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
if (g.LogFile)
{
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
if (g.LogFile != stdout)
#endif
ImFileClose(g.LogFile);
g.LogFile = NULL;
}
g.LogBuffer.clear();
g.DebugLogBuf.clear();
g.DebugLogIndex.clear();
g.Initialized = false;
}
// No specific ordering/dependency support, will see as needed
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
g.Hooks.push_back(*hook);
g.Hooks.back().HookId = ++g.HookIdNext;
return g.HookIdNext;
}
// Deferred removal, avoiding issue with changing vector while iterating it
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook_id != 0);
for (ImGuiContextHook& hook : g.Hooks)
if (hook.HookId == hook_id)
hook.Type = ImGuiContextHookType_PendingRemoval_;
}
// Call context hooks (used by e.g. test engine)
// We assume a small number of hooks so all stored in same array
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
{
ImGuiContext& g = *ctx;
for (ImGuiContextHook& hook : g.Hooks)
if (hook.Type == hook_type)
hook.Callback(&g, &hook);
}
//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
{
memset(this, 0, sizeof(*this));
Ctx = ctx;
Name = ImStrdup(name);
NameBufLen = (int)strlen(name) + 1;
ID = ImHashStr(name);
IDStack.push_back(ID);
ViewportAllowPlatformMonitorExtend = -1;
ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
MoveId = GetID("#MOVE");
TabId = GetID("#TAB");
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
AutoFitFramesX = AutoFitFramesY = -1;
AutoPosLastDirection = ImGuiDir_None;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
LastFrameActive = -1;
LastFrameJustFocused = -1;
LastTimeActive = -1.0f;
FontWindowScale = FontDpiScale = 1.0f;
SettingsOffset = -1;
DockOrder = -1;
DrawList = &DrawListInst;
DrawList->_Data = &Ctx->DrawListSharedData;
DrawList->_OwnerName = Name;
NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
}
ImGuiWindow::~ImGuiWindow()
{
IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name);
ColumnsStorage.clear_destruct();
}
static void SetCurrentWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.CurrentWindow = window;
g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
if (window)
{
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
ImGui::NavUpdateCurrentWindowIsScrollPushableX();
}
}
void ImGui::GcCompactTransientMiscBuffers()
{
ImGuiContext& g = *GImGui;
g.ItemFlagsStack.clear();
g.GroupStack.clear();
TableGcCompactSettings();
}
// Free up/compact internal window buffers, we can use this when a window becomes unused.
// Not freed:
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
{
window->MemoryCompacted = true;
window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
window->IDStack.clear();
window->DrawList->_ClearFreeMemory();
window->DC.ChildWindows.clear();
window->DC.ItemWidthStack.clear();
window->DC.TextWrapPosStack.clear();
}
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
{
// We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
// The other buffers tends to amortize much faster.
window->MemoryCompacted = false;
window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
}
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
// Clear previous active id
if (g.ActiveId != 0)
{
// While most behaved code would make an effort to not steal active id during window move/drag operations,
// we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
// may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
g.MovingWindow = NULL;
}
// This could be written in a more general way (e.g associate a hook to ActiveId),
// but since this is currently quite an exception we'll leave it as is.
// One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
if (g.InputTextState.ID == g.ActiveId)
InputTextDeactivateHook(g.ActiveId);
}
// Set active id
g.ActiveIdIsJustActivated = (g.ActiveId != id);
if (g.ActiveIdIsJustActivated)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
g.ActiveIdTimer = 0.0f;
g.ActiveIdHasBeenPressedBefore = false;
g.ActiveIdHasBeenEditedBefore = false;
g.ActiveIdMouseButton = -1;
if (id != 0)
{
g.LastActiveId = id;
g.LastActiveIdTimer = 0.0f;
}
}
g.ActiveId = id;
g.ActiveIdAllowOverlap = false;
g.ActiveIdNoClearOnFocusLoss = false;
g.ActiveIdWindow = window;
g.ActiveIdHasBeenEditedThisFrame = false;
g.ActiveIdFromShortcut = false;
if (id)
{
g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
}
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
#endif
}
void ImGui::ClearActiveID()
{
SetActiveID(0, NULL); // g.ActiveId = 0;
}
void ImGui::SetHoveredID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = false;
if (id != 0 && g.HoveredIdPreviousFrame != id)
g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}
ImGuiID ImGui::GetHoveredID()
{
ImGuiContext& g = *GImGui;
return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
}
void ImGui::MarkItemEdited(ImGuiID id)
{
// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
ImGuiContext& g = *GImGui;
if (g.LockMarkEdited > 0)
return;
if (g.ActiveId == id || g.ActiveId == 0)
{
g.ActiveIdHasBeenEditedThisFrame = true;
g.ActiveIdHasBeenEditedBefore = true;
}
// We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
// We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
}
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
{
// An active popup disable hovering on other windows (apart from its own children)
// FIXME-OPT: This could be cached/stored within the window.
ImGuiContext& g = *GImGui;
if (g.NavWindow)
if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
{
// For the purpose of those flags we differentiate "standard popup" from "modal popup"
// NB: The 'else' is important because Modal windows are also Popups.
bool want_inhibit = false;
if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
want_inhibit = true;
else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
want_inhibit = true;
// Inhibit hover unless the window is within the stack of our modal/popup
if (want_inhibit)
if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
return false;
}
// Filter by viewport
if (window->Viewport != g.MouseViewport)
if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
return false;
return true;
}
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
{
ImGuiContext& g = *GImGui;
if (flags & ImGuiHoveredFlags_DelayNormal)
return g.Style.HoverDelayNormal;
if (flags & ImGuiHoveredFlags_DelayShort)
return g.Style.HoverDelayShort;
return 0.0f;
}
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
{
// Allow instance flags to override shared flags
if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
return user_flags | shared_flags;
}
// This is roughly matching the behavior of internal-facing ItemHoverable()
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
{
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
if (!IsItemFocused())
return false;
if (flags & ImGuiHoveredFlags_ForTooltip)
flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
}
else
{
// Test for bounding box overlap, as updated as ItemAdd()
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
if (flags & ImGuiHoveredFlags_ForTooltip)
flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function
// Done with rectangle culling so we can perform heavier checks now
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
// the test that has been running for a long while.
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
return false;
// Test if another item is active (e.g. being dragged)
const ImGuiID id = g.LastItemData.ID;
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
return false;
// Test if the item is disabled
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// Special handling for calling after Begin() which represent the title bar or tab.
// When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
// will never be overwritten so we need to detect the case.
if (id == window->MoveId && window->WriteAccessed)
return false;
// Test if using AllowOverlap and overlapped
if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
return false;
}
// Handle hover delay
// (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
const float delay = CalcDelayFromHoveredFlags(flags);
if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
{
ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
g.HoverItemDelayTimer = 0.0f;
g.HoverItemDelayId = hover_delay_id;
// When changing hovered item we requires a bit of stationary delay before activating hover timer,
// but once unlocked on a given item we also moving.
//if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
return false;
if (g.HoverItemDelayTimer < delay)
return false;
}
return true;
}
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
// If you used this in your legacy/custom widgets code:
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.HoveredWindow != window)
return false;
if (!IsMouseHoveringRect(bb.Min, bb.Max))
return false;
if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
return false;
if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
if (!g.ActiveIdFromShortcut)
return false;
// Done with rectangle culling so we can perform heavier checks now.
if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
{
g.HoveredIdDisabled = true;
return false;
}
// We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
// hover test in widgets code. We could also decide to split this function is two.
if (id != 0)
{
// Drag source doesn't report as hovered
if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
return false;
SetHoveredID(id);
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
// This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
if (item_flags & ImGuiItemFlags_AllowOverlap)
{
g.HoveredIdAllowOverlap = true;
if (g.HoveredIdPreviousFrame != id)
return false;
}
// Display shortcut (only works with mouse)
if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut))
if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal))
SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut));
}
// When disabled we'll return false but still set HoveredId
if (item_flags & ImGuiItemFlags_Disabled)
{
// Release active id if turning disabled
if (g.ActiveId == id && id != 0)
ClearActiveID();
g.HoveredIdDisabled = true;
return false;
}
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (id != 0)
{
// [DEBUG] Item Picker tool!
// We perform the check here because reaching is path is rare (1~ time a frame),
// making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
// items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
if (g.DebugItemPickerBreakId == id)
IM_DEBUG_BREAK();
}
#endif
if (g.NavDisableMouseHover)
return false;
return true;
}
// FIXME: This is inlined/duplicated in ItemAdd()
// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!bb.Overlaps(window->ClipRect))
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
if (!g.ItemUnclipByLog)
return true;
return false;
}
// This is also inlined in ItemAdd()
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
{
ImGuiContext& g = *GImGui;
g.LastItemData.ID = item_id;
g.LastItemData.InFlags = in_flags;
g.LastItemData.StatusFlags = item_flags;
g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
if (wrap_pos_x < 0.0f)
return 0.0f;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (wrap_pos_x == 0.0f)
{
// We could decide to setup a default wrapping max point for auto-resizing windows,
// or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
//if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
// wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
//else
wrap_pos_x = window->WorkRect.Max.x;
}
else if (wrap_pos_x > 0.0f)
{
wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
}
return ImMax(wrap_pos_x - pos.x, 1.0f);
}
// IM_ALLOC() == ImGui::MemAlloc()
void* ImGui::MemAlloc(size_t size)
{
void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (ImGuiContext* ctx = GImGui)
DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
#endif
return ptr;
}
// IM_FREE() == ImGui::MemFree()
void ImGui::MemFree(void* ptr)
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (ptr != NULL)
if (ImGuiContext* ctx = GImGui)
DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
#endif
return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
}
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
{
ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
IM_UNUSED(ptr);
if (entry->FrameCount != frame_count)
{
info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
entry = &info->LastEntriesBuf[info->LastEntriesIdx];
entry->FrameCount = frame_count;
entry->AllocCount = entry->FreeCount = 0;
}
if (size != (size_t)-1)
{
entry->AllocCount++;
info->TotalAllocCount++;
//printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
}
else
{
entry->FreeCount++;
info->TotalFreeCount++;
//printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
}
}
const char* ImGui::GetClipboardText()
{
ImGuiContext& g = *GImGui;
return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
}
void ImGui::SetClipboardText(const char* text)
{
ImGuiContext& g = *GImGui;
if (g.IO.SetClipboardTextFn)
g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
}
const char* ImGui::GetVersion()
{
return IMGUI_VERSION;
}
ImGuiIO& ImGui::GetIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
return GImGui->IO;
}
ImGuiPlatformIO& ImGui::GetPlatformIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
return GImGui->PlatformIO;
}
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = g.Viewports[0];
return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
}
double ImGui::GetTime()
{
return GImGui->Time;
}
int ImGui::GetFrameCount()
{
return GImGui->FrameCount;
}
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
{
// Create the draw list on demand, because they are not frequently used for all viewports
ImGuiContext& g = *GImGui;
IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
if (draw_list == NULL)
{
draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
draw_list->_OwnerName = drawlist_name;
viewport->BgFgDrawLists[drawlist_no] = draw_list;
}
// Our ImDrawList system requires that there is always a command
if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
{
draw_list->_ResetForNewFrame();
draw_list->PushTextureID(g.IO.Fonts->TexID);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
}
return draw_list;
}
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
{
return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
}
ImDrawList* ImGui::GetBackgroundDrawList()
{
ImGuiContext& g = *GImGui;
return GetBackgroundDrawList(g.CurrentWindow->Viewport);
}
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
{
return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
}
ImDrawList* ImGui::GetForegroundDrawList()
{
ImGuiContext& g = *GImGui;
return GetForegroundDrawList(g.CurrentWindow->Viewport);
}
ImDrawListSharedData* ImGui::GetDrawListSharedData()
{
return &GImGui->DrawListSharedData;
}
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
{
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
// We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
// This is because we want ActiveId to be set even when the window is not permitted to move.
ImGuiContext& g = *GImGui;
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingAllKeyboardKeys();
bool can_move_window = true;
if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
can_move_window = false;
if (ImGuiDockNode* node = window->DockNodeAsHost)
if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
can_move_window = false;
if (can_move_window)
g.MovingWindow = window;
}
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
{
ImGuiContext& g = *GImGui;
bool can_undock_node = false;
if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
{
// Can undock if:
// - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
// - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
ImGuiDockNode* root_node = DockNodeGetRootNode(node);
if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
can_undock_node = true;
}
const bool clicked = IsMouseClicked(0);
const bool dragging = IsMouseDragging(0);
if (can_undock_node && dragging)
DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
StartMouseMovingWindow(window);
}
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
void ImGui::UpdateMouseMovingWindowNewFrame()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
{
// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
// We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
KeepAliveID(g.ActiveId);
IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
// When a window stop being submitted while being dragged, it may will its viewport until next Begin()
const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
{
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
{
SetWindowPos(moving_window, pos, ImGuiCond_Always);
if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
{
moving_window->Viewport->Pos = pos;
moving_window->Viewport->UpdateWorkRect();
}
}
FocusWindow(g.MovingWindow);
}
else
{
if (!window_disappared)
{
// Try to merge the window back into the main viewport.
// This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
// Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
g.MouseViewport = moving_window->Viewport;
// Clear the NoInput window flag set by the Viewport system
if (moving_window->Viewport)
moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
}
g.MovingWindow = NULL;
ClearActiveID();
}
}
else
{
// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
{
KeepAliveID(g.ActiveId);
if (!g.IO.MouseDown[0])
ClearActiveID();
}
}
}
// Initiate moving window when clicking on empty space or title bar.
// Handle left-click and right-click focus.
void ImGui::UpdateMouseMovingWindowEndFrame()
{
ImGuiContext& g = *GImGui;
if (g.ActiveId != 0 || g.HoveredId != 0)
return;
// Unless we just made a window/popup appear
if (g.NavWindow && g.NavWindow->Appearing)
return;
// Click on empty space to focus window and start moving
// (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
if (g.IO.MouseClicked[0])
{
// Handle the edge case of a popup being closed while clicking in its empty space.
// If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
if (root_window != NULL && !is_closed_popup)
{
StartMouseMovingWindow(g.HoveredWindow); //-V595
// Cancel moving if clicked outside of title bar
if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
// Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
if (g.HoveredIdDisabled)
g.MovingWindow = NULL;
}
else if (root_window == NULL && g.NavWindow != NULL)
{
// Clicking on void disable focus
FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
}
}
// With right mouse button we close popups without changing focus based on where the mouse is aimed
// Instead, focus will be restored to the window under the bottom-most closed popup.
// (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.IO.MouseClicked[1])
{
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetTopMostPopupModal();
bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
}
}
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
// Need to keep in sync with SetWindowPos()
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
{
window->Pos += delta;
window->ClipRect.Translate(delta);
window->OuterRectClipped.Translate(delta);
window->InnerRect.Translate(delta);
window->DC.CursorPos += delta;
window->DC.CursorStartPos += delta;
window->DC.CursorMaxPos += delta;
window->DC.IdealMaxPos += delta;
}
static void ScaleWindow(ImGuiWindow* window, float scale)
{
ImVec2 origin = window->Viewport->Pos;
window->Pos = ImFloor((window->Pos - origin) * scale + origin);
window->Size = ImTrunc(window->Size * scale);
window->SizeFull = ImTrunc(window->SizeFull * scale);
window->ContentSize = ImTrunc(window->ContentSize * scale);
}
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ImGui::UpdateHoveredWindowAndCaptureFlags()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
// by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
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.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
bool clear_hovered_windows = false;
FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
// Modal windows prevents mouse from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
clear_hovered_windows = true;
// Disabled mouse?
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
clear_hovered_windows = true;
// We track click ownership. When clicked outside of a window the click is owned by the application and
// won't report hovering nor request capture even while dragging over our windows afterward.
const bool has_open_popup = (g.OpenPopupStack.Size > 0);
const bool has_open_modal = (modal_window != NULL);
int mouse_earliest_down = -1;
bool mouse_any_down = false;
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
if (io.MouseClicked[i])
{
io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
}
mouse_any_down |= io.MouseDown[i];
if (io.MouseDown[i])
if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
mouse_earliest_down = i;
}
const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
// FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
if (!mouse_avail && !mouse_dragging_extern_payload)
clear_hovered_windows = true;
if (clear_hovered_windows)
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
// Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
// Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
if (g.WantCaptureMouseNextFrame != -1)
{
io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
}
else
{
io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
}
// Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
io.WantCaptureKeyboard = true;
if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
// Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
static void SetupDrawListSharedData()
{
ImGuiContext& g = *GImGui;
ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
for (ImGuiViewportP* viewport : g.Viewports)
virtual_space.Add(viewport->GetMainRect());
g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
if (g.Style.AntiAliasedLines)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines))
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
if (g.Style.AntiAliasedFill)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
ImGuiContext& g = *GImGui;
// Remove pending delete hooks before frame start.
// This deferred removal avoid issues of removal while iterating the hook vector
for (int n = g.Hooks.Size - 1; n >= 0; n--)
if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
g.Hooks.erase(&g.Hooks[n]);
CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
// Check and assert for various common IO and Configuration mistakes
g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
ErrorCheckNewFrameSanityChecks();
g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
// Load settings on first frame, save settings when modified (after a delay)
UpdateSettings();
g.Time += g.IO.DeltaTime;
g.WithinFrameScope = true;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
g.MenusIdSubmittedThisFrame.resize(0);
// Calculate frame-rate for the user, as a purely luxurious feature
g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
// Process input queue (trickle as many events as possible), turn events into writes to IO structure
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
UpdateViewportsNewFrame();
// Setup current font and draw list shared data
// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
g.IO.Fonts->Locked = true;
SetupDrawListSharedData();
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
for (ImGuiViewportP* viewport : g.Viewports)
{
viewport->DrawData = NULL;
viewport->DrawDataP.Valid = false;
}
// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
KeepAliveID(g.DragDropPayload.SourceId);
// Update HoveredId data
if (!g.HoveredIdPreviousFrame)
g.HoveredIdTimer = 0.0f;
if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
g.HoveredIdNotActiveTimer = 0.0f;
if (g.HoveredId)
g.HoveredIdTimer += g.IO.DeltaTime;
if (g.HoveredId && g.ActiveId != g.HoveredId)
g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
g.HoveredIdDisabled = false;
// Clear ActiveID if the item is not alive anymore.
// In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
// As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
ClearActiveID();
}
// Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
if (g.ActiveId)
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
g.ActiveIdIsAlive = 0;
g.ActiveIdHasBeenEditedThisFrame = false;
g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
g.TempInputId = 0;
if (g.ActiveId == 0)
{
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (g.ActiveId == 0)
g.ActiveIdUsingNavInputMask = 0;
else if (g.ActiveIdUsingNavInputMask != 0)
{
// If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
// Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
IM_ASSERT(0); // Other values unsupported
}
#endif
// Record when we have been stationary as this state is preserved while over same item.
// FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
// To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
else if (g.HoverItemDelayId == 0)
g.HoverItemUnlockedStationaryId = 0;
if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
else if (g.HoveredWindow == NULL)
g.HoverWindowUnlockedStationaryId = 0;
// Update hover delay for IsItemHovered() with delays and tooltips
g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
if (g.HoverItemDelayId != 0)
{
g.HoverItemDelayTimer += g.IO.DeltaTime;
g.HoverItemDelayClearTimer = 0.0f;
g.HoverItemDelayId = 0;
}
else if (g.HoverItemDelayTimer > 0.0f)
{
// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
// We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
g.HoverItemDelayClearTimer += g.IO.DeltaTime;
if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
}
// Drag and drop
g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
g.DragDropAcceptIdCurr = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropWithinSource = false;
g.DragDropWithinTarget = false;
g.DragDropHoldJustPressedId = 0;
// Close popups on focus lost (currently wip/opt-in)
//if (g.IO.AppFocusLost)
// ClosePopupsExceptModals();
// Update keyboard input state
UpdateKeyboardInputs();
//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
// Update gamepad/keyboard navigation
NavUpdate();
// Update mouse input state
UpdateMouseInputs();
// Undocking
// (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
DockContextNewFrameUpdateUndocking(&g);
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
UpdateHoveredWindowAndCaptureFlags();
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMouseMovingWindowNewFrame();
// Background darkening/whitening
if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else
g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
// Platform IME data: reset for the frame
g.PlatformImeDataPrev = g.PlatformImeData;
g.PlatformImeData.WantVisible = false;
// Mouse wheel scrolling, scale
UpdateMouseWheel();
// Mark all windows as not visible and compact unused memory.
IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (ImGuiWindow* window : g.Windows)
{
window->WasActive = window->Active;
window->Active = false;
window->WriteAccessed = false;
window->BeginCountPreviousFrame = window->BeginCount;
window->BeginCount = 0;
// Garbage collect transient buffers of recently unused windows
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
GcCompactTransientWindowBuffers(window);
}
// Garbage collect transient buffers of recently unused tables
for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
TableGcCompactTransientBuffers(&table_temp_data);
if (g.GcCompactAll)
GcCompactTransientMiscBuffers();
g.GcCompactAll = false;
// Closing the focused window restore focus to the first active root window in descending z-order
if (g.NavWindow && !g.NavWindow->WasActive)
FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
// No window should be open at the beginning of the frame.
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
g.CurrentWindowStack.resize(0);
g.BeginPopupStack.resize(0);
g.ItemFlagsStack.resize(0);
g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
g.GroupStack.resize(0);
// Docking
DockContextNewFrameUpdateDocking(&g);
// [DEBUG] Update debug features
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
UpdateDebugToolItemPicker();
UpdateDebugToolStackQueries();
UpdateDebugToolFlashStyleColor();
if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
{
g.DebugLocateId = 0;
g.DebugBreakInLocateId = false;
}
if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
{
DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
}
#endif
// Create implicit/fallback window - which we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
// This fallback is particularly important as it prevents ImGui:: calls from crashing.
g.WithinFrameScopeWithImplicitWindow = true;
SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
// [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
// allowing to validate correct Begin/End behavior in user code.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (g.IO.ConfigDebugBeginReturnValueLoop)
g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
else
g.DebugBeginReturnValueCullDepth = -1;
#endif
CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
}
// FIXME: Add a more explicit sort order in the window structure.
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
{
const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
return d;
if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
return d;
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
}
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
{
out_sorted_windows->push_back(window);
if (window->Active)
{
int count = window->DC.ChildWindows.Size;
ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
for (int i = 0; i < count; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Active)
AddWindowToSortBuffer(out_sorted_windows, child);
}
}
}
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = window->Viewport;
IM_ASSERT(viewport != NULL);
g.IO.MetricsRenderWindows++;
if (window->DrawList->_Splitter._Count > 1)
window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (ImGuiWindow* child : window->DC.ChildWindows)
if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
AddWindowToDrawData(child, layer);
}
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
{
return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
{
AddWindowToDrawData(window, GetWindowDisplayLayer(window));
}
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
{
int n = builder->Layers[0]->Size;
int full_size = n;
for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
full_size += builder->Layers[i]->Size;
builder->Layers[0]->resize(full_size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
{
ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
if (layer->empty())
continue;
memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
n += layer->Size;
layer->resize(0);
}
}
static void InitViewportDrawData(ImGuiViewportP* viewport)
{
ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
viewport->DrawData = draw_data; // Make publicly accessible
viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
viewport->DrawDataBuilder.Layers[0]->resize(0);
viewport->DrawDataBuilder.Layers[1]->resize(0);
// When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
// and to allow applications/backends to easily skip rendering.
// FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
// This is because the work has been done already, and its wasted! We should fix that and add optimizations for
// it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
draw_data->Valid = true;
draw_data->CmdListsCount = 0;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = viewport->Pos;
draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
draw_data->OwnerViewport = viewport;
}
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
ImGuiWindow* window = GetCurrentWindow();
window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
void ImGui::PopClipRect()
{
ImGuiWindow* window = GetCurrentWindow();
window->DrawList->PopClipRect();
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
{
for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
return window;
}
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
ImGuiViewportP* viewport = window->Viewport;
ImRect viewport_rect = viewport->GetMainRect();
// Draw behind window by moving the draw command at the FRONT of the draw list
{
// Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
// FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
draw_list->ChannelsMerge();
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
ImDrawCmd cmd = draw_list->CmdBuffer.back();
IM_ASSERT(cmd.ElemCount == 6);
draw_list->CmdBuffer.pop_back();
draw_list->CmdBuffer.push_front(cmd);
draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
draw_list->PopClipRect();
}
// Draw over sibling docking nodes in a same docking tree
if (window->RootWindow->DockIsActive)
{
ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
draw_list->ChannelsMerge();
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
draw_list->PopClipRect();
}
}
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* bottom_most_visible_window = parent_window;
for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_ChildWindow)
continue;
if (!IsWindowWithinBeginStackOf(window, parent_window))
break;
if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
bottom_most_visible_window = window;
}
return bottom_most_visible_window;
}
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
static void ImGui::RenderDimmedBackgrounds()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
return;
const bool dim_bg_for_modal = (modal_window != NULL);
const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
if (!dim_bg_for_modal && !dim_bg_for_window_list)
return;
ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
if (dim_bg_for_modal)
{
// Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
viewports_already_dimmed[0] = modal_window->Viewport;
}
else if (dim_bg_for_window_list)
{
// Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
// Draw border around CTRL+Tab target window
ImGuiWindow* window = g.NavWindowingTargetAnim;
ImGuiViewport* viewport = window->Viewport;
float distance = g.FontSize;
ImRect bb = window->Rect();
bb.Expand(distance);
if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
window->DrawList->ChannelsMerge();
if (window->DrawList->CmdBuffer.Size == 0)
window->DrawList->AddDrawCmd();
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
window->DrawList->PopClipRect();
}
// Draw dimming background on _other_ viewports than the ones our windows are in
for (ImGuiViewportP* viewport : g.Viewports)
{
if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
continue;
if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
continue;
ImDrawList* draw_list = GetForegroundDrawList(viewport);
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
}
}
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
void ImGui::EndFrame()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.Initialized);
// Don't process EndFrame() multiple times.
if (g.FrameCountEnded == g.FrameCount)
return;
IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
ErrorCheckEndFrameSanityChecks();
// Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
{
ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
if (viewport == NULL)
viewport = GetMainViewport();
g.IO.SetPlatformImeDataFn(viewport, ime_data);
}
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
// Update navigation: CTRL+Tab, wrap-around requests
NavEndFrame();
// Update docking
DockContextEndFrame(&g);
SetCurrentViewport(NULL, NULL);
// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
if (g.DragDropActive)
{
bool is_delivered = g.DragDropPayload.Delivery;
bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
if (is_delivered || is_elapsed)
ClearDragDrop();
}
// Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
g.DragDropWithinSource = true;
SetTooltip("...");
g.DragDropWithinSource = false;
}
// End frame
g.WithinFrameScope = false;
g.FrameCountEnded = g.FrameCount;
// Initiate moving window + handle left-click and right-click focus
UpdateMouseMovingWindowEndFrame();
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
UpdateViewportsEndFrame();
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because children may not exist yet
g.WindowsTempSortBuffer.resize(0);
g.WindowsTempSortBuffer.reserve(g.Windows.Size);
for (ImGuiWindow* window : g.Windows)
{
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue;
AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
}
// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
g.Windows.swap(g.WindowsTempSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount;
// Unlock font atlas
g.IO.Fonts->Locked = false;
// Clear Input data for next frame
g.IO.MousePosPrev = g.IO.MousePos;
g.IO.AppFocusLost = false;
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
}
// Prepare the data for rendering so you can call GetDrawData()
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
void ImGui::Render()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.Initialized);
if (g.FrameCountEnded != g.FrameCount)
EndFrame();
if (g.FrameCountRendered == g.FrameCount)
return;
g.FrameCountRendered = g.FrameCount;
g.IO.MetricsRenderWindows = 0;
CallContextHooks(&g, ImGuiContextHookType_RenderPre);
// Add background ImDrawList (for each active viewport)
for (ImGuiViewportP* viewport : g.Viewports)
{
InitViewportDrawData(viewport);
if (viewport->BgFgDrawLists[0] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
// Draw modal/window whitening backgrounds
RenderDimmedBackgrounds();
// Add ImDrawList to render
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
for (ImGuiWindow* window : g.Windows)
{
IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
AddRootWindowToDrawData(window);
}
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
// Draw software mouse cursor if requested by io.MouseDrawCursor flag
if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
for (ImGuiViewportP* viewport : g.Viewports)
{
FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
// Add foreground ImDrawList (for each active viewport)
if (viewport->BgFgDrawLists[1] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
// We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
ImDrawData* draw_data = &viewport->DrawDataP;
IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
for (ImDrawList* draw_list : draw_data->CmdLists)
draw_list->_PopUnusedDrawCmd();
g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
}
CallContextHooks(&g, ImGuiContextHookType_RenderPost);
}
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
ImGuiContext& g = *GImGui;
const char* text_display_end;
if (hide_text_after_double_hash)
text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string
else
text_display_end = text_end;
ImFont* font = g.Font;
const float font_size = g.FontSize;
if (text == text_display_end)
return ImVec2(0.0f, font_size);
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
// Round
// FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
// FIXME: Investigate using ceilf or e.g.
// - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
// - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
text_size.x = IM_TRUNC(text_size.x + 0.99999f);
return text_size;
}
// Find window given position, search front-to-back
// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow.
// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected.
// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here.
void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* hovered_window = NULL;
ImGuiWindow* hovered_window_under_moving_window = NULL;
// Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
ImGuiViewportP* backup_moving_window_viewport = NULL;
if (find_first_and_in_any_viewport == false && g.MovingWindow)
{
backup_moving_window_viewport = g.MovingWindow->Viewport;
g.MovingWindow->Viewport = g.MouseViewport;
if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
hovered_window = g.MovingWindow;
}
ImVec2 padding_regular = g.Style.TouchExtraPadding;
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];
IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
if (!window->Active || window->Hidden)
continue;
if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
continue;
IM_ASSERT(window->Viewport);
if (window->Viewport != g.MouseViewport)
continue;
// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding))
continue;
// Support for one rectangular hole in any given window
// FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
if (window->HitTestHoleSize.x != 0)
{
ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos))
continue;
}
if (find_first_and_in_any_viewport)
{
hovered_window = window;
break;
}
else
{
if (hovered_window == NULL)
hovered_window = window;
IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
hovered_window_under_moving_window = window;
if (hovered_window && hovered_window_under_moving_window)
break;
}
}
*out_hovered_window = hovered_window;
if (out_hovered_window_under_moving_window != NULL)
*out_hovered_window_under_moving_window = hovered_window_under_moving_window;
if (find_first_and_in_any_viewport == false && g.MovingWindow)
g.MovingWindow->Viewport = backup_moving_window_viewport;
}
bool ImGui::IsItemActive()
{
ImGuiContext& g = *GImGui;
if (g.ActiveId)
return g.ActiveId == g.LastItemData.ID;
return false;
}
bool ImGui::IsItemActivated()
{
ImGuiContext& g = *GImGui;
if (g.ActiveId)
if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
return true;
return false;
}
bool ImGui::IsItemDeactivated()
{
ImGuiContext& g = *GImGui;
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
}
bool ImGui::IsItemDeactivatedAfterEdit()
{
ImGuiContext& g = *GImGui;
return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
}
// == GetItemID() == GetFocusID()
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
if (g.NavId != g.LastItemData.ID || g.NavId == 0)
return false;
// Special handling for the dummy item after Begin() which represent the title bar or tab.
// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
ImGuiWindow* window = g.CurrentWindow;
if (g.LastItemData.ID == window->ID && window->WriteAccessed)
return false;
return true;
}
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
{
return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
}
bool ImGui::IsItemToggledOpen()
{
ImGuiContext& g = *GImGui;
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
}
bool ImGui::IsItemToggledSelection()
{
ImGuiContext& g = *GImGui;
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
}
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
bool ImGui::IsAnyItemHovered()
{
ImGuiContext& g = *GImGui;
return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
}
bool ImGui::IsAnyItemActive()
{
ImGuiContext& g = *GImGui;
return g.ActiveId != 0;
}
bool ImGui::IsAnyItemFocused()
{
ImGuiContext& g = *GImGui;
return g.NavId != 0 && !g.NavDisableHighlight;
}
bool ImGui::IsItemVisible()
{
ImGuiContext& g = *GImGui;
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
}
bool ImGui::IsItemEdited()
{
ImGuiContext& g = *GImGui;
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
}
// Allow next item to be overlapped by subsequent items.
// This works by requiring HoveredId to match for two subsequent frames,
// so if a following items overwrite it our interactions will naturally be disabled.
void ImGui::SetNextItemAllowOverlap()
{
ImGuiContext& g = *GImGui;
g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
void ImGui::SetItemAllowOverlap()
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (g.HoveredId == id)
g.HoveredIdAllowOverlap = true;
if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
g.ActiveIdAllowOverlap = true;
}
#endif
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
void ImGui::SetActiveIdUsingAllKeyboardKeys()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
g.ActiveIdUsingAllKeyboardKeys = true;
NavMoveRequestCancel();
}
ImGuiID ImGui::GetItemID()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.ID;
}
ImVec2 ImGui::GetItemRectMin()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.Rect.Min;
}
ImVec2 ImGui::GetItemRectMax()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.Rect.Max;
}
ImVec2 ImGui::GetItemRectSize()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.Rect.GetSize();
}
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
{
ImGuiID id = GetCurrentWindow()->GetID(str_id);
return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
}
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
{
return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
}
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
IM_ASSERT(id != 0);
// Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
IM_UNUSED(ImGuiChildFlags_SupportedMask_);
IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
{
IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
#endif
if (child_flags & ImGuiChildFlags_AutoResizeX)
child_flags &= ~ImGuiChildFlags_ResizeX;
if (child_flags & ImGuiChildFlags_AutoResizeY)
child_flags &= ~ImGuiChildFlags_ResizeY;
// Set window flags
window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
// Special framed style
if (child_flags & ImGuiChildFlags_FrameStyle)
{
PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
window_flags |= ImGuiWindowFlags_NoMove;
}
// Forward child flags
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
g.NextWindowData.ChildFlags = child_flags;
// Forward size
// Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
// (the alternative would to store conditional flags per axis, which is possible but more code)
const ImVec2 size_avail = GetContentRegionAvail();
const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
SetNextWindowSize(size);
// Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
// FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
// e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
const char* temp_window_name;
/*if (name && parent_window->IDStack.back() == parent_window->ID)
ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
else*/
if (name)
ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
else
ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
// Set style
const float backup_border_size = g.Style.ChildBorderSize;
if ((child_flags & ImGuiChildFlags_Border) == 0)
g.Style.ChildBorderSize = 0.0f;
// Begin into window
const bool ret = Begin(temp_window_name, NULL, window_flags);
// Restore style
g.Style.ChildBorderSize = backup_border_size;
if (child_flags & ImGuiChildFlags_FrameStyle)
{
PopStyleVar(3);
PopStyleColor();
}
ImGuiWindow* child_window = g.CurrentWindow;
child_window->ChildId = id;
// Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
// While this is not really documented/defined, it seems that the expected thing to do.
if (child_window->BeginCount == 1)
parent_window->DC.CursorPos = child_window->Pos;
// Process navigation-in immediately so NavInit can run on first frame
// Can enter a child if (A) it has navigable items or (B) it can be scrolled.
const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
if (g.ActiveId == temp_id_for_activation)
ClearActiveID();
if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
{
FocusWindow(child_window);
NavInitWindow(child_window, false);
SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
g.ActiveIdSource = g.NavInputSource;
}
return ret;
}
void ImGui::EndChild()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* child_window = g.CurrentWindow;
IM_ASSERT(g.WithinEndChild == false);
IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
g.WithinEndChild = true;
ImVec2 child_size = child_window->Size;
End();
if (child_window->BeginCount == 1)
{
ImGuiWindow* parent_window = g.CurrentWindow;
ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
ItemSize(child_size);
if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
{
ItemAdd(bb, child_window->ChildId);
RenderNavHighlight(bb, child_window->ChildId);
// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact);
}
else
{
// Not navigable into
// - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
// - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
// But when flattened we directly reach items, adjust active layer mask accordingly
if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
}
if (g.HoveredWindow == child_window)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
}
g.WithinEndChild = false;
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
{
window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags);
}
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
}
ImGuiWindow* ImGui::FindWindowByName(const char* name)
{
ImGuiID id = ImHashStr(name);
return FindWindowByID(id);
}
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
window->ViewportPos = main_viewport->Pos;
if (settings->ViewportId)
{
window->ViewportId = settings->ViewportId;
window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
}
window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
if (settings->Size.x > 0 && settings->Size.y > 0)
window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
window->Collapsed = settings->Collapsed;
window->DockId = settings->DockId;
window->DockOrder = settings->DockOrder;
}
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
{
ImGuiContext& g = *GImGui;
const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
if ((just_created || child_flag_changed) && !new_is_explicit_child)
{
IM_ASSERT(!g.WindowsFocusOrder.contains(window));
g.WindowsFocusOrder.push_back(window);
window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
}
else if (!just_created && child_flag_changed && new_is_explicit_child)
{
IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
g.WindowsFocusOrder[n]->FocusOrder--;
g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
window->FocusOrder = -1;
}
window->IsExplicitChild = new_is_explicit_child;
}
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
// Initial window state with e.g. default/arbitrary window position
// Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
window->Pos = main_viewport->Pos + ImVec2(60, 60);
window->Size = window->SizeFull = ImVec2(0, 0);
window->ViewportPos = main_viewport->Pos;
window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
if (settings != NULL)
{
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
ApplyWindowSettings(window, settings);
}
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
window->AutoFitFramesX = window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = false;
}
else
{
if (window->Size.x <= 0.0f)
window->AutoFitFramesX = 2;
if (window->Size.y <= 0.0f)
window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
}
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
{
// Create window the first time
//IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
ImGuiContext& g = *GImGui;
ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
window->Flags = flags;
g.WindowsById.SetVoidPtr(window->ID, window);
ImGuiWindowSettings* settings = NULL;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
InitOrLoadWindowSettings(window, settings);
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
g.Windows.push_front(window); // Quite slow but rare and only once
else
g.Windows.push_back(window);
return window;
}
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
{
return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
}
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
{
return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
}
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
{
// We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
// FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
// Perhaps should tend further a neater test for this.
ImGuiContext& g = *GImGui;
ImVec2 size_min;
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
{
size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
}
else
{
size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
}
// Reduce artifacts with very small windows
ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
return size_min;
}
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
{
ImGuiContext& g = *GImGui;
ImVec2 new_size = size_desired;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{
// See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
ImRect cr = g.NextWindowData.SizeConstraintRect;
new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
if (g.NextWindowData.SizeCallback)
{
ImGuiSizeCallbackData data;
data.UserData = g.NextWindowData.SizeCallbackUserData;
data.Pos = window->Pos;
data.CurrentSize = window->SizeFull;
data.DesiredSize = new_size;
g.NextWindowData.SizeCallback(&data);
new_size = data.DesiredSize;
}
new_size.x = IM_TRUNC(new_size.x);
new_size.y = IM_TRUNC(new_size.y);
}
// Minimum size
ImVec2 size_min = CalcWindowMinSize(window);
return ImMax(new_size, size_min);
}
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
{
bool preserve_old_content_sizes = false;
if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
preserve_old_content_sizes = true;
else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
preserve_old_content_sizes = true;
if (preserve_old_content_sizes)
{
*content_size_current = window->ContentSize;
*content_size_ideal = window->ContentSizeIdeal;
return;
}
content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
}
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
ImVec2 size_pad = window->WindowPadding * 2.0f;
ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
// Tooltip always resize
return size_desired;
}
else
{
// Maximum window size is determined by the viewport size or monitor size
ImVec2 size_min = CalcWindowMinSize(window);
ImVec2 size_max = (window->ViewportOwned || ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
// FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
// we may need to compute/store three variants of size_auto_fit, for x/y/xy.
// Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY))
size_auto_fit.y = window->SizeFull.y;
else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY))
size_auto_fit.x = window->SizeFull.x;
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
if (will_have_scrollbar_x)
size_auto_fit.y += style.ScrollbarSize;
if (will_have_scrollbar_y)
size_auto_fit.x += style.ScrollbarSize;
return size_auto_fit;
}
}
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
{
ImVec2 size_contents_current;
ImVec2 size_contents_ideal;
CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
return size_final;
}
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
{
if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
return ImGuiCol_PopupBg;
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
return ImGuiCol_ChildBg;
return ImGuiCol_WindowBg;
}
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
{
ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
ImVec2 size_expected = pos_max - pos_min;
ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
*out_pos = pos_min;
if (corner_norm.x == 0.0f)
out_pos->x -= (size_constrained.x - size_expected.x);
if (corner_norm.y == 0.0f)
out_pos->y -= (size_constrained.y - size_expected.y);
*out_size = size_constrained;
}
// Data for resizing from resize grip / 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)
};
// Data for resizing from borders
struct ImGuiResizeBorderDef
{
ImVec2 InnerDir; // Normal toward inside
ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left)
float OuterAngle; // Angle toward outside
};
static const ImGuiResizeBorderDef resize_border_def[4] =
{
{ 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(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 == 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)
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
{
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);
return id;
}
// Handle resize for: Resize Grips, Borders, Gamepad
// Return true when using auto-fit (double-click on resize grip)
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
return false;
if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
return false;
int ret_auto_fit_mask = 0x00;
const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f;
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
ImRect clamp_rect = visibility_rect;
const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
if (window_move_from_title_bar)
clamp_rect.Min.y -= window->TitleBarHeight;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
// Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
// - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
// This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
// - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
// - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
// We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
if (clip_with_viewport_rect)
window->ClipRect = window->Viewport->GetMainRect();
// Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& 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
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);
ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
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;
if (held && g.IO.MouseDoubleClicked[0])
{
// Auto-fit when double-clicking
size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
ret_auto_fit_mask = 0x03; // Both axises
ClearActiveID();
}
else if (held)
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_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, 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);
}
int resize_border_mask = 0x00;
if (window->Flags & ImGuiWindowFlags_ChildWindow)
resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
else
resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
for (int border_n = 0; border_n < 4; border_n++)
{
if ((resize_border_mask & (1 << border_n)) == 0)
continue;
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_HOVER_PADDING);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
hovered = false;
if (hovered || held)
g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held && g.IO.MouseDoubleClicked[0])
{
// Double-clicking bottom or right border auto-fit on this axis
// FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars.
// FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
if (border_n == 1 || border_n == 3) // Right and bottom border
{
size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
ret_auto_fit_mask |= (1 << axis);
hovered = held = false; // So border doesn't show highlighted at new position
}
ClearActiveID();
}
else if (held)
{
// Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
// Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
// FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
{
g.WindowResizeBorderExpectedRect = border_rect;
g.WindowResizeRelativeMode = false;
}
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
g.WindowResizeRelativeMode = true;
const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
// Use absolute mode position
ImVec2 border_target = window->Pos;
border_target[axis] = border_target_abs_mode_for_axis;
// Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
bool ignore_resize = false;
if (g.WindowResizeRelativeMode)
{
//GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
border_target[axis] = border_target_rel_mode_for_axis;
if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
ignore_resize = true;
}
// Clamp, apply
ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
border_target = ImClamp(border_target, clamp_min, clamp_max);
if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
{
ImGuiWindowFlags parent_flags = window->ParentWindow->Flags;
ImRect border_limit_rect = window->ParentWindow->InnerRect;
border_limit_rect.Expand(ImVec2(-ImMax(window->WindowPadding.x, window->WindowBorderSize), -ImMax(window->WindowPadding.y, window->WindowBorderSize)));
if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))
border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x);
if (parent_flags & ImGuiWindowFlags_NoScrollbar)
border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y);
}
if (!ignore_resize)
CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
}
if (hovered)
*border_hovered = border_n;
if (held)
*border_held = border_n;
}
PopID();
// Restore nav layer
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
// Navigation resize (keyboard/gamepad)
// FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
// Not even sure the callback works here.
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
{
ImVec2 nav_resize_dir;
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
if (g.NavInputSource == ImGuiInputSource_Gamepad)
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
{
const float NAV_RESIZE_SPEED = 600.0f;
const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
g.NavWindowingAccumDeltaSize -= accum_floored;
}
}
}
// Apply back modified position/size to window
const ImVec2 curr_pos = window->Pos;
const ImVec2 curr_size = window->SizeFull;
if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
window->Size.x = window->SizeFull.x = size_target.x;
if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
window->Size.y = window->SizeFull.y = size_target.y;
if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
window->Pos.x = ImTrunc(pos_target.x);
if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
window->Pos.y = ImTrunc(pos_target.y);
if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
MarkIniSettingsDirty(window);
// Recalculate next expected border expected coordinates
if (*border_held != -1)
g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
return ret_auto_fit_mask;
}
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = window->Size;
if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost)
size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
size_for_clamping.y = window->TitleBarHeight;
window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
}
static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
{
const ImGuiResizeBorderDef& def = resize_border_def[border_n];
const float rounding = window->WindowRounding;
const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
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(border_col, ImDrawFlags_None, border_size);
}
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
const float border_size = window->WindowBorderSize;
const ImU32 border_col = GetColorU32(ImGuiCol_Border);
if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
else if (border_size > 0.0f)
{
if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
if (window->ChildFlags & ImGuiChildFlags_ResizeY)
RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
}
if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
{
const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
}
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
{
float y = window->Pos.y + window->TitleBarHeight - 1;
window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
}
}
// Draw background and borders
// Draw and handle scrollbars
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImGuiWindowFlags flags = window->Flags;
// Ensure that ScrollBar doesn't read last frame's SkipItems
IM_ASSERT(window->BeginCount == 0);
window->SkipItems = false;
// Draw window + handle manual resize
// As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
if (window->Collapsed)
{
// Title bar only
const float backup_border_size = style.FrameBorderSize;
g.Style.FrameBorderSize = window->WindowBorderSize;
ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
if (window->ViewportOwned)
title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
g.Style.FrameBorderSize = backup_border_size;
}
else
{
// Window background
if (!(flags & ImGuiWindowFlags_NoBackground))
{
bool is_docking_transparent_payload = false;
if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
is_docking_transparent_payload = true;
ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
if (window->ViewportOwned)
{
bg_col |= IM_COL32_A_MASK; // No alpha
if (is_docking_transparent_payload)
window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
}
else
{
// Adjust alpha. For docking
bool override_alpha = false;
float alpha = 1.0f;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
{
alpha = g.NextWindowData.BgAlphaVal;
override_alpha = true;
}
if (is_docking_transparent_payload)
{
alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
override_alpha = true;
}
if (override_alpha)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
}
// Render, for docked windows and host windows we ensure bg goes before decorations
if (window->DockIsActive)
window->DockNode->LastBgColor = bg_col;
ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
}
if (window->DockIsActive)
window->DockNode->IsBgDrawnThisFrame = true;
// Title bar
// (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
// in order for their pos/size to be matching their undocking state.)
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
{
ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
if (window->ViewportOwned)
title_bar_col |= IM_COL32_A_MASK; // No alpha
window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
}
// Menu bar
if (flags & ImGuiWindowFlags_MenuBar)
{
ImRect menu_bar_rect = window->MenuBarRect();
menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
ImGuiDockNode* node = window->DockNode;
if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
{
float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
ImVec2 p = node->Pos;
ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
ImGuiID unhide_id = window->GetID("#UNHIDE");
KeepAliveID(unhide_id);
bool hovered, held;
if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
node->WantHiddenTabBarToggle = true;
else if (held && IsMouseDragging(0))
StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
// FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
}
// Scrollbars
if (window->ScrollbarX)
Scrollbar(ImGuiAxis_X);
if (window->ScrollbarY)
Scrollbar(ImGuiAxis_Y);
// Render resize grips (after their input handling so we don't have a frame of latency)
if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
{
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImU32 col = resize_grip_col[resize_grip_n];
if ((col & IM_COL32_A_MASK) == 0)
continue;
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(col);
}
}
// Borders (for dock node host they will be rendered over after the tab bar)
if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
RenderWindowOuterBorders(window);
}
}
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
// Render title text, collapse button, close button
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImGuiWindowFlags flags = window->Flags;
const bool has_close_button = (p_open != NULL);
const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
// Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
// FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
// Layout buttons
// FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
float pad_l = style.FramePadding.x;
float pad_r = style.FramePadding.x;
float button_sz = g.FontSize;
ImVec2 close_button_pos;
ImVec2 collapse_button_pos;
if (has_close_button)
{
close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
pad_r += button_sz + style.ItemInnerSpacing.x;
}
if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
{
collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
pad_r += button_sz + style.ItemInnerSpacing.x;
}
if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
{
collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
pad_l += button_sz + style.ItemInnerSpacing.x;
}
// Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
if (has_collapse_button)
if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
// Close button
if (has_close_button)
if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
*p_open = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
g.CurrentItemFlags = item_flags_backup;
// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
// FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
// As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
// while uncentered title text will still reach edges correctly.
if (pad_l > style.FramePadding.x)
pad_l += g.Style.ItemInnerSpacing.x;
if (pad_r > style.FramePadding.x)
pad_r += g.Style.ItemInnerSpacing.x;
if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
{
float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
pad_l = ImMax(pad_l, pad_extend * centerness);
pad_r = ImMax(pad_r, pad_extend * centerness);
}
ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
if (flags & ImGuiWindowFlags_UnsavedDocument)
{
ImVec2 marker_pos;
marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
if (marker_pos.x > layout_r.Min.x)
{
RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
}
}
//if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
//if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
}
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{
window->RootWindowDockTree = parent_window->RootWindowDockTree;
if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
window->RootWindow = parent_window->RootWindow;
}
if (parent_window && (flags & ImGuiWindowFlags_Popup))
window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
{
IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
}
}
// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
// This is designed as a toy/test-bed for
void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
window->SkipRefresh = false;
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
return;
if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
{
// FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
if (window->Appearing) // If currently appearing
return;
if (window->Hidden) // If was hidden (previous frame)
return;
if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow)
return;
if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow)
return;
window->DrawList = NULL;
window->SkipRefresh = true;
}
}
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
// - WindowA // FindBlockingModal() returns Modal1
// - WindowB // .. returns Modal1
// - Modal1 // .. returns Modal2
// - WindowC // .. returns Modal2
// - WindowD // .. returns Modal2
// - Modal2 // .. returns Modal2
// - WindowE // .. returns NULL
// Notes:
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
// Only difference is here we check for ->Active/WasActive but it may be unnecessary.
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= 0)
return NULL;
// Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
for (ImGuiPopupData& popup_data : g.OpenPopupStack)
{
ImGuiWindow* popup_window = popup_data.Window;
if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
continue;
if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
continue;
if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
return popup_window;
if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal
continue;
return popup_window; // Place window right below first block modal
}
return NULL;
}
// Push a new Dear ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame()
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
// Find or create
ImGuiWindow* window = FindWindowByName(name);
const bool window_just_created = (window == NULL);
if (window_just_created)
window = CreateNewWindow(name, flags);
// [DEBUG] Debug break requested by user
if (g.DebugBreakInWindow == window->ID)
IM_DEBUG_BREAK();
// Automatically disable manual moving/resizing when NoInputs is set
if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
if (flags & ImGuiWindowFlags_NavFlattened)
IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
const int current_frame = g.FrameCount;
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
// Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
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);
}
// Update Flags, LastFrameActive, BeginOrderXXX fields
const bool window_was_appearing = window->Appearing;
if (first_begin_of_the_frame)
{
UpdateWindowInFocusOrderList(window, window_just_created, flags);
window->Appearing = window_just_activated_by_user;
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
window->FlagsPreviousFrame = window->Flags;
window->Flags = (ImGuiWindowFlags)flags;
window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
window->LastFrameActive = current_frame;
window->LastTimeActive = (float)g.Time;
window->BeginOrderWithinParent = 0;
window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
}
else
{
flags = window->Flags;
}
// Docking
// (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
if (first_begin_of_the_frame)
{
bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
bool dock_node_was_visible = window->DockNodeIsVisible;
bool dock_tab_was_visible = window->DockTabIsVisible;
if (has_dock_node || new_auto_dock_node)
{
BeginDocked(window, p_open);
flags = window->Flags;
if (window->DockIsActive)
{
IM_ASSERT(window->DockNode != NULL);
g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
}
// Amend the Appearing flag
if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
{
window->Appearing = true;
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
}
}
else
{
window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
}
}
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
// We allow window memory to be compacted so recreate the base stack when needed.
if (window->IDStack.Size == 0)
window->IDStack.push_back(window->ID);
// Add to stack
g.CurrentWindow = window;
ImGuiWindowStackData window_stack_data;
window_stack_data.Window = window;
window_stack_data.ParentLastItemDataBackup = g.LastItemData;
window_stack_data.StackSizesOnBegin.SetToContextState(&g);
window_stack_data.DisabledOverrideReenable = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
g.CurrentWindowStack.push_back(window_stack_data);
if (flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuDepth++;
// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
if (first_begin_of_the_frame)
{
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->ParentWindowInBeginStack = parent_window_in_stack;
// Focus route
// There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
// Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL;
if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL)
if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute)
window->ParentWindowForFocusRoute = window->DockNode->HostWindow;
// Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute()
if (window->WindowClass.FocusRouteParentWindowId != 0)
{
window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId);
IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId.
}
}
// Add to focus scope stack
PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
window->NavRootFocusScopeId = g.CurrentFocusScopeId;
// Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
popup_ref.Window = window;
popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
g.BeginPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
// Process SetNextWindow***() calls
// (FIXME: Consider splitting the HasXXX flags into X/Y components
bool window_pos_set_by_api = false;
bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
{
window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
{
// May be processed on the next frame if this is our first frame and we are measuring size
// FIXME: Look into removing the branch so everything can go through this same code path for consistency.
window->SetWindowPosVal = g.NextWindowData.PosVal;
window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
}
else
{
SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
}
}
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
{
window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
g.NextWindowData.SizeVal.x = window->SizeFull.x;
if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
g.NextWindowData.SizeVal.y = window->SizeFull.y;
SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
}
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
{
if (g.NextWindowData.ScrollVal.x >= 0.0f)
{
window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
if (g.NextWindowData.ScrollVal.y >= 0.0f)
{
window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
}
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
else if (first_begin_of_the_frame)
window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
window->WindowClass = g.NextWindowData.WindowClass;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
FocusWindow(window);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
// [EXPERIMENTAL] Skip Refresh mode
UpdateWindowSkipRefresh(window);
// Nested root windows (typically tooltips) override disabled state
if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
BeginDisabledOverrideReenable();
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
g.CurrentWindow = NULL;
// When reusing window again multiple times a frame, just append content (don't need to setup again)
if (first_begin_of_the_frame && !window->SkipRefresh)
{
// Initialize
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
window->Active = true;
window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
window->IDStack.resize(1);
window->DrawList->_ResetForNewFrame();
window->DC.CurrentTableIdx = -1;
if (flags & ImGuiWindowFlags_DockNodeHost)
{
window->DrawList->ChannelsSplit(2);
window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
}
// Restore buffer capacity when woken from a compacted state, to avoid
if (window->MemoryCompacted)
GcAwakeTransientWindowBuffers(window);
// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
bool window_title_visible_elsewhere = false;
if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
window_title_visible_elsewhere = true;
else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
window_title_visible_elsewhere = true;
if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
{
size_t buf_len = (size_t)window->NameBufLen;
window->Name = ImStrdupcpy(window->Name, &buf_len, name);
window->NameBufLen = (int)buf_len;
}
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
// Update contents size from last frame for auto-fitting (or use explicit size)
CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
// FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
// for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
// it has a single usage before this code block and may be set below before it is finally checked.
if (window->HiddenFramesCanSkipItems > 0)
window->HiddenFramesCanSkipItems--;
if (window->HiddenFramesCannotSkipItems > 0)
window->HiddenFramesCannotSkipItems--;
if (window->HiddenFramesForRenderOnly > 0)
window->HiddenFramesForRenderOnly--;
// Hide new windows for one frame until they calculate their size
if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
window->HiddenFramesCannotSkipItems = 1;
// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
// We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
{
window->HiddenFramesCannotSkipItems = 1;
if (flags & ImGuiWindowFlags_AlwaysAutoResize)
{
if (!window_size_x_set_by_api)
window->Size.x = window->SizeFull.x = 0.f;
if (!window_size_y_set_by_api)
window->Size.y = window->SizeFull.y = 0.f;
window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
}
}
// SELECT VIEWPORT
// We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
WindowSelectViewport(window);
SetCurrentViewport(window, window->Viewport);
window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
SetCurrentWindow(window);
flags = window->Flags;
// LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
// We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
window->WindowBorderSize = style.ChildBorderSize;
else
window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
window->WindowPadding = style.WindowPadding;
if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
// Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f;
window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f;
// Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
// Those flags will be altered further down in the function depending on more conditions.
bool use_current_size_for_scrollbar_x = window_just_created;
bool use_current_size_for_scrollbar_y = window_just_created;
if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f)
use_current_size_for_scrollbar_x = true;
if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252
use_current_size_for_scrollbar_y = true;
// Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
{
// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
ImRect title_bar_rect = window->TitleBarRect();
if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner)
window->WantCollapseToggle = true;
if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
if (!window->Collapsed)
use_current_size_for_scrollbar_y = true;
MarkIniSettingsDirty(window);
}
}
else
{
window->Collapsed = false;
}
window->WantCollapseToggle = false;
// SIZE
// Outer Decoration Sizes
// (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations).
const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
window->DecoOuterSizeX1 = 0.0f;
window->DecoOuterSizeX2 = 0.0f;
window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight;
window->DecoOuterSizeY2 = 0.0f;
window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
// Calculate auto-fit size, handle automatic resize
const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
{
// Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
if (!window_size_x_set_by_api)
{
window->SizeFull.x = size_auto_fit.x;
use_current_size_for_scrollbar_x = true;
}
if (!window_size_y_set_by_api)
{
window->SizeFull.y = size_auto_fit.y;
use_current_size_for_scrollbar_y = true;
}
}
else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
{
// Auto-fit may only grow window during the first few frames
// We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
{
window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
use_current_size_for_scrollbar_x = true;
}
if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
{
window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
use_current_size_for_scrollbar_y = true;
}
if (!window->Collapsed)
MarkIniSettingsDirty(window);
}
// Apply minimum/maximum window size constraints and final size
window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
// POSITION
// Popup latch its initial position, will position itself when it appears next frame
if (window_just_activated_by_user)
{
window->AutoPosLastDirection = ImGuiDir_None;
if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
window->Pos = g.BeginPopupStack.back().OpenPopupPos;
}
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
IM_ASSERT(parent_window && parent_window->Active);
window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = parent_window->DC.CursorPos;
}
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
if (window_pos_with_pivot)
SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
window->Pos = FindBestWindowPosForPopup(window);
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
window->Pos = FindBestWindowPosForPopup(window);
else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = FindBestWindowPosForPopup(window);
// Late create viewport if we don't fit within our current host viewport.
if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
if (!window->Viewport->GetMainRect().Contains(window->Rect()))
{
// This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
//ImGuiViewport* old_viewport = window->Viewport;
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
// FIXME-DPI
//IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
SetCurrentViewport(window, window->Viewport);
window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
SetCurrentWindow(window);
}
if (window->ViewportOwned)
WindowSyncOwnedViewport(window, parent_window_in_stack);
// Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
// When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
ImRect viewport_rect(window->Viewport->GetMainRect());
ImRect viewport_work_rect(window->Viewport->GetWorkRect());
ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
// Clamp position/size so window stays visible within its viewport or monitor
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
// FIXME: Similar to code in GetWindowAllowedExtentRect()
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
{
if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
{
ClampWindowPos(window, visibility_rect);
}
else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
{
if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree)
{
// While moving windows we allow them to straddle monitors (#7299, #3071)
visibility_rect = g.PlatformMonitorsFullWorkRect;
}
else
{
// When not moving ensure visible in its monitor
// Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize);
}
visibility_rect.Expand(-visibility_padding);
ClampWindowPos(window, visibility_rect);
}
}
window->Pos = ImTrunc(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
// Large values tend to lead to variety of artifacts and are not recommended.
if (window->ViewportOwned || window->DockIsActive)
window->WindowRounding = 0.0f;
else
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
// For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
//if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
// window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
{
if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
want_focus = true;
}
// [Test Engine] Register whole window in the item system (before submitting further decorations)
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (g.TestEngineHookItems)
{
IM_ASSERT(window->IDStack.Size == 1);
window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
window->IDStack.Size = 1;
}
#endif
// Decide if we are going to handle borders and resize grips
const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_hovered = -1, border_held = -1;
ImU32 resize_grip_col[4] = {};
const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (handle_borders_and_resize_grips && !window->Collapsed)
if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
{
if (auto_fit_mask & (1 << ImGuiAxis_X))
use_current_size_for_scrollbar_x = true;
if (auto_fit_mask & (1 << ImGuiAxis_Y))
use_current_size_for_scrollbar_y = true;
}
window->ResizeBorderHovered = (signed char)border_hovered;
window->ResizeBorderHeld = (signed char)border_held;
// Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
if (window->ViewportOwned)
{
if (!window->Viewport->PlatformRequestMove)
window->Viewport->Pos = window->Pos;
if (!window->Viewport->PlatformRequestResize)
window->Viewport->Size = window->Size;
window->Viewport->UpdateWorkRect();
viewport_rect = window->Viewport->GetMainRect();
}
// Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
window->ViewportPos = window->Viewport->Pos;
// SCROLLBAR VISIBILITY
// Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
if (!window->Collapsed)
{
// When reading the current size we need to read it after size constraints have been applied.
// Intentionally use previous frame values for InnerRect and ScrollbarSizes.
// And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
//bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
// Amend the partially filled window->DecorationXXX values.
window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
}
// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
// Update various regions. Variables they depend on should be set above in this function.
// We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
// Outer rectangle
// Not affected by window border size. Used by:
// - FindHoveredWindow() (w/ extra padding when border resize is enabled)
// - Begin() initial clipping rect for drawing window background and borders.
// - Begin() clipping whole child
const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
const ImRect outer_rect = window->Rect();
const ImRect title_bar_rect = window->TitleBarRect();
window->OuterRectClipped = outer_rect;
if (window->DockIsActive)
window->OuterRectClipped.Min.y += window->TitleBarHeight;
window->OuterRectClipped.ClipWith(host_rect);
// Inner rectangle
// Not affected by window border size. Used by:
// - InnerClipRect
// - ScrollToRectEx()
// - NavUpdatePageUpPageDown()
// - Scrollbar()
window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
// Inner clipping rectangle.
// - Extend a outside of normal work region up to borders.
// - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
// - It also makes clipped items be more noticeable.
// - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312
// - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
// Affected by window/frame border size. Used by:
// - Begin() initial clip rect
float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize);
window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - window->WindowBorderSize);
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
window->InnerClipRect.ClipWithFull(host_rect);
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
else
window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
// SCROLLING
// Lock down maximum scrolling
// The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
// for right/bottom aligned items without creating a scrollbar.
window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
// Apply scrolling
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
// DRAWING
// Setup draw list and outer clipping rectangle
IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);
// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
if (is_undocked_or_docked_visible)
{
bool render_decorations_in_parent = false;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
{
// - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
// - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
render_decorations_in_parent = true;
}
if (render_decorations_in_parent)
window->DrawList = parent_window->DrawList;
// Handle title bar, scrollbar, resize grips and resize borders
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
if (render_decorations_in_parent)
window->DrawList = &window->DrawListInst;
}
// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
// Work rectangle.
// Affected by window padding and border size. Used by:
// - Columns() for right-most edge
// - TreeNode(), CollapsingHeader() for right-most edge
// - BeginTabBar() for right-most edge
const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
window->ParentWorkRect = window->WorkRect;
// [LEGACY] Content Region
// FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
// Used by:
// - Mouse wheel scrolling + many other things
window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
// Setup drawing context
// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
window->DC.GroupOffset.x = 0.0f;
window->DC.ColumnsOffset.x = 0.0f;
// Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
// This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
window->DC.IdealMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
window->DC.NavLayersActiveMaskNext = 0x00;
window->DC.NavIsScrollPushableX = true;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false;
window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
window->DC.TreeJumpToParentOnPopMask = 0x00;
window->DC.ChildWindows.resize(0);
window->DC.StateStorage = &window->StateStorage;
window->DC.CurrentColumns = NULL;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
window->DC.ItemWidthStack.resize(0);
window->DC.TextWrapPosStack.resize(0);
if (flags & ImGuiWindowFlags_Modal)
window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
if (window->AutoFitFramesX > 0)
window->AutoFitFramesX--;
if (window->AutoFitFramesY > 0)
window->AutoFitFramesY--;
// Clear SetNextWindowXXX data (can aim to move this higher in the function)
g.NextWindowData.ClearFlags();
// Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
// We ImGuiFocusRequestFlags_UnlessBelowModal to:
// - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
// - Position window behind the modal that is not a begin-parent of this window.
if (want_focus)
FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
if (want_focus && window == g.NavWindow)
NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
// Close requested by platform window (apply to all windows in this viewport)
if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
{
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
*p_open = false;
g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
}
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
// Clear hit test shape every frame
window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
// Pressing CTRL+C while holding on a window copy its content to the clipboard
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
// Maybe we can support CTRL+C on every element?
/*
//if (g.NavWindow == window && g.ActiveId == 0)
if (g.ActiveId == window->MoveId)
if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
LogToClipboard();
*/
if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
// Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
// We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
BeginDockableDragDropSource(window);
// Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
BeginDockableDragDropTarget(window);
}
// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
// This is useful to allow creating context menus on title bar only, etc.
SetLastItemDataForWindow(window, title_bar_rect);
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
DebugLocateItemResolveWithLastItem();
#endif
// [Test Engine] Register title bar / tab with MoveId.
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
#endif
}
else
{
// Skip refresh always mark active
if (window->SkipRefresh)
window->Active = true;
// Append
SetCurrentViewport(window, window->Viewport);
SetCurrentWindow(window);
g.NextWindowData.ClearFlags();
SetLastItemDataForWindow(window, window->TitleBarRect());
}
if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh)
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
window->WriteAccessed = false;
window->BeginCount++;
// Update visibility
if (first_begin_of_the_frame && !window->SkipRefresh)
{
// When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
// This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
// This is analogous to regular windows being hidden from one frame.
// It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
if (window->DockIsActive && !window->DockTabIsVisible)
{
if (window->LastFrameJustFocused == g.FrameCount)
window->HiddenFramesCannotSkipItems = 1;
else
window->HiddenFramesCanSkipItems = 1;
}
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
{
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (!g.LogEnabled && !nav_request)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
{
if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
window->HiddenFramesCannotSkipItems = 1;
else
window->HiddenFramesCanSkipItems = 1;
}
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
window->HiddenFramesCanSkipItems = 1;
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
window->HiddenFramesCannotSkipItems = 1;
}
// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
if (style.Alpha <= 0.0f)
window->HiddenFramesCanSkipItems = 1;
// Update the Hidden flag
bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
// Disable inputs for requested number of frames
if (window->DisableInputsFrames > 0)
{
window->DisableInputsFrames--;
window->Flags |= ImGuiWindowFlags_NoInputs;
}
// Update the SkipItems flag, used to early out of all items functions (no layout required)
bool skip_items = false;
if (window->Collapsed || !window->Active || hidden_regular)
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
skip_items = true;
window->SkipItems = skip_items;
// Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
if (window->SkipItems)
window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
// Sanity check: there are two spots which can set Appearing = true
// - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
// - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
if (window->SkipItems && !window->Appearing)
IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
}
else if (first_begin_of_the_frame)
{
// Skip refresh mode
window->SkipItems = true;
}
// [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
// (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (!window->IsFallbackWindow)
if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
{
if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
return false;
}
#endif
return !window->SkipItems;
}
static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
{
ImGuiContext& g = *GImGui;
if (window->DockIsActive)
SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
else
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
}
void ImGui::End()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Error checking: verify that user hasn't called End() too many times!
if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
{
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
return;
}
ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
// Error checking: verify that user doesn't directly call End() on a child window.
if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
// Close anything that is open
if (window->DC.CurrentColumns)
EndColumns();
if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle
PopClipRect();
PopFocusScope();
if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
EndDisabledOverrideReenable();
if (window->SkipRefresh)
{
IM_ASSERT(window->DrawList == NULL);
window->DrawList = &window->DrawListInst;
}
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
LogFinish();
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Docking: report contents sizes to parent to allow for auto-resize
if (window->DockNode && window->DockTabIsVisible)
if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK
host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
// Pop from window stack
g.LastItemData = window_stack_data.ParentLastItemDataBackup;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuDepth--;
if (window->Flags & ImGuiWindowFlags_Popup)
g.BeginPopupStack.pop_back();
window_stack_data.StackSizesOnBegin.CompareWithContextState(&g);
g.CurrentWindowStack.pop_back();
SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
if (g.CurrentWindow)
SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
}
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(window == window->RootWindow);
const int cur_order = window->FocusOrder;
IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
if (g.WindowsFocusOrder.back() == window)
return;
const int new_order = g.WindowsFocusOrder.Size - 1;
for (int n = cur_order; n < new_order; n++)
{
g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
g.WindowsFocusOrder[n]->FocusOrder--;
IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
}
g.WindowsFocusOrder[new_order] = window;
window->FocusOrder = (short)new_order;
}
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back();
if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
return;
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.Windows[i] == window)
{
memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
g.Windows[g.Windows.Size - 1] = window;
break;
}
}
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.Windows[0] == window)
return;
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i] == window)
{
memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
g.Windows[0] = window;
break;
}
}
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
{
IM_ASSERT(window != NULL && behind_window != NULL);
ImGuiContext& g = *GImGui;
window = window->RootWindow;
behind_window = behind_window->RootWindow;
int pos_wnd = FindWindowDisplayIndex(window);
int pos_beh = FindWindowDisplayIndex(behind_window);
if (pos_wnd < pos_beh)
{
size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
g.Windows[pos_beh - 1] = window;
}
else
{
size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
g.Windows[pos_beh] = window;
}
}
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return g.Windows.index_from_ptr(g.Windows.find(window));
}
// Moving window to front of display and set focus (which happens to be back of our sorted list)
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
{
ImGuiContext& g = *GImGui;
// Modal check?
if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
{
// This block would typically be reached in two situations:
// - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
// - User clicking on void or anything behind a modal while a modal is open (window == NULL)
IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
return;
}
// Find last focused child (if any) and focus it instead.
if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
window = NavRestoreLastChildNavWindow(window);
// Apply focus
if (g.NavWindow != window)
{
SetNavWindow(window);
if (window && g.NavDisableMouseHover)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavLayer = ImGuiNavLayer_Main;
SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
g.NavIdIsAlive = false;
g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
// Close popups if any
ClosePopupsOverWindow(window, false);
}
// Move the root window to the top of the pile
IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
// Steal active widgets. Some of the cases it triggers includes:
// - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
// - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
// - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
ClearActiveID();
// Passing NULL allow to disable keyboard focus
if (!window)
return;
window->LastFrameJustFocused = g.FrameCount;
// Select in dock node
// For #2304 we avoid applying focus immediately before the tabbar is visible.
//if (dock_node && dock_node->TabBar)
// dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
// Bring to front
BringWindowToFocusFront(focus_front_window);
if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
BringWindowToDisplayFront(display_front_window);
}
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
{
ImGuiContext& g = *GImGui;
int start_idx = g.WindowsFocusOrder.Size - 1;
if (under_this_window != NULL)
{
// Aim at root window behind us, if we are in a child window that's our own root (see #4640)
int offset = -1;
while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
{
under_this_window = under_this_window->ParentWindow;
offset = 0;
}
start_idx = FindWindowFocusIndex(under_this_window) + offset;
}
for (int i = start_idx; i >= 0; i--)
{
// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
ImGuiWindow* window = g.WindowsFocusOrder[i];
if (window == ignore_window || !window->WasActive)
continue;
if (filter_viewport != NULL && window->Viewport != filter_viewport)
continue;
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
// FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
// This is failing (lagging by one frame) for docked windows.
// If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
// We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
// to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
FocusWindow(window, flags);
return;
}
}
FocusWindow(NULL, flags);
}
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
void ImGui::SetCurrentFont(ImFont* font)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(font->Scale > 0.0f);
g.Font = font;
g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
ImFontAtlas* atlas = g.Font->ContainerAtlas;
g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
g.DrawListSharedData.Font = g.Font;
g.DrawListSharedData.FontSize = g.FontSize;
}
void ImGui::PushFont(ImFont* font)
{
ImGuiContext& g = *GImGui;
if (!font)
font = GetDefaultFont();
SetCurrentFont(font);
g.FontStack.push_back(font);
g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
}
void ImGui::PopFont()
{
ImGuiContext& g = *GImGui;
g.CurrentWindow->DrawList->PopTextureID();
g.FontStack.pop_back();
SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
}
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
{
ImGuiContext& g = *GImGui;
ImGuiItemFlags item_flags = g.CurrentItemFlags;
IM_ASSERT(item_flags == g.ItemFlagsStack.back());
if (enabled)
item_flags |= option;
else
item_flags &= ~option;
g.CurrentItemFlags = item_flags;
g.ItemFlagsStack.push_back(item_flags);
}
void ImGui::PopItemFlag()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
g.ItemFlagsStack.pop_back();
g.CurrentItemFlags = g.ItemFlagsStack.back();
}
// BeginDisabled()/EndDisabled()
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
void ImGui::BeginDisabled(bool disabled)
{
ImGuiContext& g = *GImGui;
bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (!was_disabled && disabled)
{
g.DisabledAlphaBackup = g.Style.Alpha;
g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
}
if (was_disabled || disabled)
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize?
g.DisabledStackSize++;
}
void ImGui::EndDisabled()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DisabledStackSize > 0);
g.DisabledStackSize--;
bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
//PopItemFlag();
g.ItemFlagsStack.pop_back();
g.CurrentItemFlags = g.ItemFlagsStack.back();
if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
}
// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name.
// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal.
// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled().
void ImGui::BeginDisabledOverrideReenable()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled);
g.Style.Alpha = g.DisabledAlphaBackup;
g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
g.ItemFlagsStack.push_back(g.CurrentItemFlags);
g.DisabledStackSize++;
}
void ImGui::EndDisabledOverrideReenable()
{
ImGuiContext& g = *GImGui;
g.DisabledStackSize--;
IM_ASSERT(g.DisabledStackSize > 0);
g.ItemFlagsStack.pop_back();
g.CurrentItemFlags = g.ItemFlagsStack.back();
g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha;
}
void ImGui::PushTabStop(bool tab_stop)
{
PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
}
void ImGui::PopTabStop()
{
PopItemFlag();
}
void ImGui::PushButtonRepeat(bool repeat)
{
PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
}
void ImGui::PopButtonRepeat()
{
PopItemFlag();
}
void ImGui::PushTextWrapPos(float wrap_pos_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
window->DC.TextWrapPos = wrap_pos_x;
}
void ImGui::PopTextWrapPos()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
window->DC.TextWrapPosStack.pop_back();
}
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
{
ImGuiWindow* last_window = NULL;
while (last_window != window)
{
last_window = window;
window = window->RootWindow;
if (popup_hierarchy)
window = window->RootWindowPopupTree;
if (dock_hierarchy)
window = window->RootWindowDockTree;
}
return window;
}
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
{
ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
if (window_root == potential_parent)
return true;
while (window != NULL)
{
if (window == potential_parent)
return true;
if (window == window_root) // end of chain
return false;
window = window->ParentWindow;
}
return false;
}
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
if (window->RootWindow == potential_parent)
return true;
while (window != NULL)
{
if (window == potential_parent)
return true;
window = window->ParentWindowInBeginStack;
}
return false;
}
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
{
ImGuiContext& g = *GImGui;
// It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
if (display_layer_delta != 0)
return display_layer_delta > 0;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* candidate_window = g.Windows[i];
if (candidate_window == potential_above)
return true;
if (candidate_window == potential_below)
return false;
}
return false;
}
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
{
IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
ImGuiContext& g = *GImGui;
ImGuiWindow* ref_window = g.HoveredWindow;
ImGuiWindow* cur_window = g.CurrentWindow;
if (ref_window == NULL)
return false;
if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
{
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
if (flags & ImGuiHoveredFlags_RootWindow)
cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
bool result;
if (flags & ImGuiHoveredFlags_ChildWindows)
result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
else
result = (ref_window == cur_window);
if (!result)
return false;
}
if (!IsWindowContentHoverable(ref_window, flags))
return false;
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
return false;
// When changing hovered window we requires a bit of stationary delay before activating hover timer.
// FIXME: We don't support delay other than stationary one for now, other delay would need a way
// to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true
// for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
// We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
if (flags & ImGuiHoveredFlags_ForTooltip)
flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
return false;
return true;
}
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* ref_window = g.NavWindow;
ImGuiWindow* cur_window = g.CurrentWindow;
if (ref_window == NULL)
return false;
if (flags & ImGuiFocusedFlags_AnyWindow)
return true;
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
if (flags & ImGuiHoveredFlags_RootWindow)
cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
if (flags & ImGuiHoveredFlags_ChildWindows)
return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
else
return (ref_window == cur_window);
}
ImGuiID ImGui::GetWindowDockID()
{
ImGuiContext& g = *GImGui;
return g.CurrentWindow->DockId;
}
bool ImGui::IsWindowDocked()
{
ImGuiContext& g = *GImGui;
return g.CurrentWindow->DockIsActive;
}
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
float ImGui::GetWindowWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Size.x;
}
float ImGui::GetWindowHeight()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Size.y;
}
ImVec2 ImGui::GetWindowPos()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
return window->Pos;
}
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
return;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
// Set
const ImVec2 old_pos = window->Pos;
window->Pos = ImTrunc(pos);
ImVec2 offset = window->Pos - old_pos;
if (offset.x == 0.0f && offset.y == 0.0f)
return;
MarkIniSettingsDirty(window);
// FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
window->DC.IdealMaxPos += offset;
window->DC.CursorStartPos += offset;
}
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
{
ImGuiWindow* window = GetCurrentWindowRead();
SetWindowPos(window, pos, cond);
}
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
{
if (ImGuiWindow* window = FindWindowByName(name))
SetWindowPos(window, pos, cond);
}
ImVec2 ImGui::GetWindowSize()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->Size;
}
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
return;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
// Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
// Set
ImVec2 old_size = window->SizeFull;
if (size.x <= 0.0f)
window->AutoFitOnlyGrows = false;
else
window->SizeFull.x = IM_TRUNC(size.x);
if (size.y <= 0.0f)
window->AutoFitOnlyGrows = false;
else
window->SizeFull.y = IM_TRUNC(size.y);
if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
MarkIniSettingsDirty(window);
}
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
{
SetWindowSize(GImGui->CurrentWindow, size, cond);
}
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
{
if (ImGuiWindow* window = FindWindowByName(name))
SetWindowSize(window, size, cond);
}
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
return;
window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
// Set
window->Collapsed = collapsed;
}
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
{
IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters
window->HitTestHoleSize = ImVec2ih(size);
window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
}
void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
{
window->Hidden = window->SkipItems = true;
window->HiddenFramesCanSkipItems = 1;
}
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
{
SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
}
bool ImGui::IsWindowCollapsed()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->Collapsed;
}
bool ImGui::IsWindowAppearing()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->Appearing;
}
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
{
if (ImGuiWindow* window = FindWindowByName(name))
SetWindowCollapsed(window, collapsed, cond);
}
void ImGui::SetWindowFocus()
{
FocusWindow(GImGui->CurrentWindow);
}
void ImGui::SetWindowFocus(const char* name)
{
if (name)
{
if (ImGuiWindow* window = FindWindowByName(name))
FocusWindow(window);
}
else
{
FocusWindow(NULL);
}
}
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
g.NextWindowData.PosVal = pos;
g.NextWindowData.PosPivotVal = pivot;
g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
g.NextWindowData.PosUndock = true;
}
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
g.NextWindowData.SizeVal = size;
g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
}
// For each axis:
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
// - See "Demo->Examples->Constrained-resizing window" for examples.
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
g.NextWindowData.SizeCallback = custom_callback;
g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
}
// Content size = inner scrollable rectangle, padded with WindowPadding.
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
void ImGui::SetNextWindowContentSize(const ImVec2& size)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
g.NextWindowData.ContentSizeVal = ImTrunc(size);
}
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
g.NextWindowData.ScrollVal = scroll;
}
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
g.NextWindowData.CollapsedVal = collapsed;
g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
}
void ImGui::SetNextWindowFocus()
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
}
void ImGui::SetNextWindowBgAlpha(float alpha)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
g.NextWindowData.BgAlphaVal = alpha;
}
void ImGui::SetNextWindowViewport(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
g.NextWindowData.ViewportId = id;
}
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
g.NextWindowData.DockId = id;
}
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
{
ImGuiContext& g = *GImGui;
IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
g.NextWindowData.WindowClass = *window_class;
}
// This is experimental and meant to be a toy for exploring a future/wider range of features.
void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
g.NextWindowData.RefreshFlagsVal = flags;
}
ImDrawList* ImGui::GetWindowDrawList()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DrawList;
}
float ImGui::GetWindowDpiScale()
{
ImGuiContext& g = *GImGui;
return g.CurrentDpiScale;
}
ImGuiViewport* ImGui::GetWindowViewport()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
return g.CurrentViewport;
}
ImFont* ImGui::GetFont()
{
return GImGui->Font;
}
float ImGui::GetFontSize()
{
return GImGui->FontSize;
}
ImVec2 ImGui::GetFontTexUvWhitePixel()
{
return GImGui->DrawListSharedData.TexUvWhitePixel;
}
void ImGui::SetWindowFontScale(float scale)
{
IM_ASSERT(scale > 0.0f);
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->FontWindowScale = scale;
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
void ImGui::PushFocusScope(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiFocusScopeData data;
data.ID = id;
data.WindowID = g.CurrentWindow->ID;
g.FocusScopeStack.push_back(data);
g.CurrentFocusScopeId = id;
}
void ImGui::PopFocusScope()
{
ImGuiContext& g = *GImGui;
if (g.FocusScopeStack.Size == 0)
{
IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!");
return;
}
g.FocusScopeStack.pop_back();
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
}
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
g.NavFocusScopeId = focus_scope_id;
g.NavFocusRoute.resize(0); // Invalidate
if (focus_scope_id == 0)
return;
IM_ASSERT(g.NavWindow != NULL);
// Store current path (in reverse order)
if (focus_scope_id == g.CurrentFocusScopeId)
{
// Top of focus stack contains local focus scopes inside current window
for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
}
else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
else
return;
// Then follow on manually set ParentWindowForFocusRoute field (#6798)
for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
}
// Focus = move navigation cursor, set scrolling, set focus window.
void ImGui::FocusItem()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
{
IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
return;
}
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
SetNavWindow(window);
NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
}
void ImGui::ActivateItemByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
}
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
// But ActivateItem() should function without altering scroll/focus?
void ImGui::SetKeyboardFocusHere(int offset)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(offset >= -1); // -1 is allowed but not below
IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
// It makes sense in the vast majority of cases to never interrupt a drag and drop.
// When we refactor this function into ActivateItem() we may want to make this an option.
// MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
// is also automatically dropped in the event g.ActiveId is stolen.
if (g.DragDropActive || g.MovingWindow != NULL)
{
IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
return;
}
SetNavWindow(window);
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
{
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
}
else
{
g.NavTabbingDir = 1;
g.NavTabbingCounter = offset + 1;
}
}
void ImGui::SetItemDefaultFocus()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!window->Appearing)
return;
if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
return;
g.NavInitRequest = false;
NavApplyItemToResult(&g.NavInitResult);
NavUpdateAnyRequestFlag();
// Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
if (!window->ClipRect.Contains(g.LastItemData.Rect))
ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
}
void ImGui::SetStateStorage(ImGuiStorage* tree)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->DC.StateStorage = tree ? tree : &window->StateStorage;
}
ImGuiStorage* ImGui::GetStateStorage()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->DC.StateStorage;
}
bool ImGui::IsRectVisible(const ImVec2& size)
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}
//-----------------------------------------------------------------------------
// [SECTION] ID STACK
//-----------------------------------------------------------------------------
// This is one of the very rare legacy case where we use ImGuiWindow methods,
// it should ideally be flattened at some point but it's been used a lots by widgets.
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *Ctx;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
#endif
return id;
}
ImGuiID ImGuiWindow::GetID(const void* ptr)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *Ctx;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
#endif
return id;
}
ImGuiID ImGuiWindow::GetID(int n)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&n, sizeof(n), seed);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *Ctx;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
#endif
return id;
}
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
ImGuiID seed = IDStack.back();
ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
return id;
}
void ImGui::PushID(const char* str_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetID(str_id);
window->IDStack.push_back(id);
}
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetID(str_id_begin, str_id_end);
window->IDStack.push_back(id);
}
void ImGui::PushID(const void* ptr_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetID(ptr_id);
window->IDStack.push_back(id);
}
void ImGui::PushID(int int_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetID(int_id);
window->IDStack.push_back(id);
}
// Push a given id value ignoring the ID stack as a seed.
void ImGui::PushOverrideID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (g.DebugHookIdInfo == id)
DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
#endif
window->IDStack.push_back(id);
}
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
{
ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *GImGui;
if (g.DebugHookIdInfo == id)
DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
#endif
return id;
}
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
{
ImGuiID id = ImHashData(&n, sizeof(n), seed);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *GImGui;
if (g.DebugHookIdInfo == id)
DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
#endif
return id;
}
void ImGui::PopID()
{
ImGuiWindow* window = GImGui->CurrentWindow;
IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
window->IDStack.pop_back();
}
ImGuiID ImGui::GetID(const char* str_id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->GetID(str_id);
}
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->GetID(str_id_begin, str_id_end);
}
ImGuiID ImGui::GetID(const void* ptr_id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->GetID(ptr_id);
}
//-----------------------------------------------------------------------------
// [SECTION] INPUTS
//-----------------------------------------------------------------------------
// - GetModForModKey() [Internal]
// - FixupKeyChord() [Internal]
// - GetKeyData() [Internal]
// - GetKeyIndex() [Internal]
// - GetKeyName()
// - GetKeyChordName() [Internal]
// - CalcTypematicRepeatAmount() [Internal]
// - GetTypematicRepeatRate() [Internal]
// - GetKeyPressedAmount() [Internal]
// - GetKeyMagnitude2d() [Internal]
//-----------------------------------------------------------------------------
// - UpdateKeyRoutingTable() [Internal]
// - GetRoutingIdFromOwnerId() [Internal]
// - GetShortcutRoutingData() [Internal]
// - CalcRoutingScore() [Internal]
// - SetShortcutRouting() [Internal]
// - TestShortcutRouting() [Internal]
//-----------------------------------------------------------------------------
// - IsKeyDown()
// - IsKeyPressed()
// - IsKeyReleased()
//-----------------------------------------------------------------------------
// - IsMouseDown()
// - IsMouseClicked()
// - IsMouseReleased()
// - IsMouseDoubleClicked()
// - GetMouseClickedCount()
// - IsMouseHoveringRect() [Internal]
// - IsMouseDragPastThreshold() [Internal]
// - IsMouseDragging()
// - GetMousePos()
// - SetMousePos() [Internal]
// - GetMousePosOnOpeningCurrentPopup()
// - IsMousePosValid()
// - IsAnyMouseDown()
// - GetMouseDragDelta()
// - ResetMouseDragDelta()
// - GetMouseCursor()
// - SetMouseCursor()
//-----------------------------------------------------------------------------
// - UpdateAliasKey()
// - GetMergedModsFromKeys()
// - UpdateKeyboardInputs()
// - UpdateMouseInputs()
//-----------------------------------------------------------------------------
// - LockWheelingWindow [Internal]
// - FindBestWheelingWindow [Internal]
// - UpdateMouseWheel() [Internal]
//-----------------------------------------------------------------------------
// - SetNextFrameWantCaptureKeyboard()
// - SetNextFrameWantCaptureMouse()
//-----------------------------------------------------------------------------
// - GetInputSourceName() [Internal]
// - DebugPrintInputEvent() [Internal]
// - UpdateInputEvents() [Internal]
//-----------------------------------------------------------------------------
// - GetKeyOwner() [Internal]
// - TestKeyOwner() [Internal]
// - SetKeyOwner() [Internal]
// - SetItemKeyOwner() [Internal]
// - Shortcut() [Internal]
//-----------------------------------------------------------------------------
static ImGuiKeyChord GetModForModKey(ImGuiKey key)
{
if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
return ImGuiMod_Ctrl;
if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
return ImGuiMod_Shift;
if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
return ImGuiMod_Alt;
if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
return ImGuiMod_Super;
return ImGuiMod_None;
}
ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord)
{
// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (IsModKey(key))
key_chord |= GetModForModKey(key);
return key_chord;
}
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
{
ImGuiContext& g = *ctx;
// Special storage location for mods
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native
#else
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
#endif
return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(IsNamedKey(key));
const ImGuiKeyData* key_data = GetKeyData(key);
return (ImGuiKey)(key_data - g.IO.KeysData);
}
#endif
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
static const char* const GKeyNames[] =
{
"Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
"Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
"LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
"I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
"F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
"Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
"Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
"AppBack", "AppForward",
"GamepadStart", "GamepadBack",
"GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
"GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
"GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
"GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
"MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
"ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
};
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
const char* ImGui::GetKeyName(ImGuiKey key)
{
if (key == ImGuiKey_None)
return "None";
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
#else
ImGuiContext& g = *GImGui;
if (IsLegacyKey(key))
{
if (g.IO.KeyMap[key] == -1)
return "N/A";
IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
key = (ImGuiKey)g.IO.KeyMap[key];
}
#endif
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
if (!IsNamedKey(key))
return "Unknown";
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
}
// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super.
// Lifetime of return value: valid until next call to same function.
const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
{
ImGuiContext& g = *GImGui;
const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (IsModKey(key))
key_chord &= ~GetModForModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift"
ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
(key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
(key_chord & ImGuiMod_Shift) ? "Shift+" : "",
(key_chord & ImGuiMod_Alt) ? "Alt+" : "",
(key_chord & ImGuiMod_Super) ? "Super+" : "",
(key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
size_t len;
if (key == ImGuiKey_None && key_chord != 0)
if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+'
g.TempKeychordName[len - 1] = 0;
return g.TempKeychordName;
}
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
// t1 = current time (e.g.: g.Time)
// An event is triggered at:
// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
{
if (t1 == 0.0f)
return 1;
if (t0 >= t1)
return 0;
if (repeat_rate <= 0.0f)
return (t0 < repeat_delay) && (t1 >= repeat_delay);
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
const int count = count_t1 - count_t0;
return count;
}
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
{
ImGuiContext& g = *GImGui;
switch (flags & ImGuiInputFlags_RepeatRateMask_)
{
case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
}
}
// Return value representing the number of presses in the last time period, for the given repeat rate
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return 0;
const float t = key_data->DownDuration;
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
}
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
{
return ImVec2(
GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
}
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
{
ImGuiContext& g = *GImGui;
rt->EntriesNext.resize(0);
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
const int new_routing_start_idx = rt->EntriesNext.Size;
ImGuiKeyRoutingData* routing_entry;
for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
{
routing_entry = &rt->Entries[old_routing_idx];
routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
routing_entry->RoutingNextScore = 255;
if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
continue;
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
// This is the result of previous frame's SetShortcutRouting() call.
if (routing_entry->Mods == g.IO.KeyMods)
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
{
owner_data->OwnerCurr = routing_entry->RoutingCurr;
//IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
}
}
}
// Rewrite linked-list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
}
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
}
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
}
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
{
// Majority of shortcuts will be Key + any number of Mods
// We accept _Single_ mod with ImGuiKey_None.
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal
// - Shortcut(ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal
ImGuiContext& g = *GImGui;
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
ImGuiKeyRoutingData* routing_data;
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
IM_ASSERT(IsNamedKey(key));
// Get (in the majority of case, the linked list will have one element so this should be 2 reads.
// Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
{
routing_data = &rt->Entries[idx];
if (routing_data->Mods == mods)
return routing_data;
}
// Add to linked-list
ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
rt->Entries.push_back(ImGuiKeyRoutingData());
routing_data = &rt->Entries[routing_data_idx];
routing_data->Mods = (ImU16)mods;
routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
return routing_data;
}
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobal
// - 255: never route
// 'flags' should include an explicit routing policy
static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
if (flags & ImGuiInputFlags_RouteFocused)
{
// ActiveID gets top priority
// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
if (owner_id != 0 && g.ActiveId == owner_id)
return 1;
// Score based on distance to focused window (lower is better)
// Assuming both windows are submitting a routing request,
// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
// This essentially follow the window->ParentWindowForFocusRoute chain.
if (focus_scope_id == 0)
return 255;
for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
return 3 + index_in_focus_path;
return 255;
}
else if (flags & ImGuiInputFlags_RouteActive)
{
if (owner_id != 0 && g.ActiveId == owner_id)
return 1;
return 255;
}
else if (flags & ImGuiInputFlags_RouteGlobal)
{
if (flags & ImGuiInputFlags_RouteOverActive)
return 0;
if (flags & ImGuiInputFlags_RouteOverFocused)
return 2;
return 254;
}
IM_ASSERT(0);
return 0;
}
// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
{
// Mimic 'ignore_char_inputs' logic in InputText()
ImGuiContext& g = *GImGui;
// When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl));
if (ignore_char_inputs)
return false;
// Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
return g.KeysMayBeCharInput.TestBit(key);
}
// Request a desired route for an input chord (key + mods).
// Return true if the route is available this frame.
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
// (Conceptually this does a "Submit for next frame" + "Test for current frame".
// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
else
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
key_chord = FixupKeyChord(key_chord);
// [DEBUG] Debug break requested by user
if (g.DebugBreakInShortcutRouting == key_chord)
IM_DEBUG_BREAK();
if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
if (g.NavWindow == NULL)
return false;
// Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
if (flags & ImGuiInputFlags_RouteAlways)
{
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id);
return true;
}
// Specific culling when there's an active item.
if (g.ActiveId != 0 && g.ActiveId != owner_id)
{
if (flags & ImGuiInputFlags_RouteActive)
return false;
// Cull shortcuts with no modifiers when it could generate a character.
// e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
// but Shortcut(Ctrl+G) should generally trigger when InputText() is active.
// TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
// (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
{
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id);
return false;
}
// ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys)
{
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_));
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return false;
}
}
// Where do we evaluate route for?
ImGuiID focus_scope_id = g.CurrentFocusScopeId;
if (flags & ImGuiInputFlags_RouteFromRootWindow)
focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin()
const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
if (score == 255)
return false;
// Submit routing for NEXT frame (assuming score is sufficient)
// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
if (score < routing_data->RoutingNextScore)
{
routing_data->RoutingNext = owner_id;
routing_data->RoutingNextScore = (ImU8)score;
}
// Return routing state for CURRENT frame
if (routing_data->RoutingCurr == owner_id)
IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
return routing_data->RoutingCurr == owner_id;
}
// Currently unused by core (but used by tests)
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
{
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
key_chord = FixupKeyChord(key_chord);
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
return routing_data->RoutingCurr == routing_id;
}
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
return IsKeyDown(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{
return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
}
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = key_data->DownDuration;
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
flags |= ImGuiInputFlags_Repeat;
bool pressed = (t == 0.0f);
if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
{
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
{
// Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
// Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
ImGuiContext& g = *GImGui;
double key_pressed_time = g.Time - t + 0.00001f;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
pressed = false;
}
}
if (!pressed)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyReleased(ImGuiKey key)
{
return IsKeyReleased(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (key_data->DownDurationPrev < 0.0f || key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsMouseDown(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
{
return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = g.IO.MouseDownDuration[button];
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
if (!pressed)
return false;
if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
return false;
return true;
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
}
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button];
}
// Test if mouse cursor is hovering given rectangle
// NB- Rectangle is clipped by our current clip setting
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
{
ImGuiContext& g = *GImGui;
// Clip
ImRect rect_clipped(r_min, r_max);
if (clip)
rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
// Hit testing, expanded for touch input
if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
return false;
if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
return false;
return true;
}
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
// [Internal] This doesn't test if the button is pressed
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
}
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button])
return false;
return IsMouseDragPastThreshold(button, lock_threshold);
}
ImVec2 ImGui::GetMousePos()
{
ImGuiContext& g = *GImGui;
return g.IO.MousePos;
}
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
void ImGui::TeleportMousePos(const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
g.IO.MousePos = g.IO.MousePosPrev = pos;
g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
g.IO.WantSetMousePos = true;
//IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
}
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
ImGuiContext& g = *GImGui;
if (g.BeginPopupStack.Size > 0)
return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
return g.IO.MousePos;
}
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
// The assert is only to silence a false-positive in XCode Static Analysis.
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
IM_ASSERT(GImGui != NULL);
const float MOUSE_INVALID = -256000.0f;
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
bool ImGui::IsAnyMouseDown()
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
if (g.IO.MouseDown[n])
return true;
return false;
}
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
return g.IO.MousePos - g.IO.MouseClickedPos[button];
return ImVec2(0.0f, 0.0f);
}
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
g.IO.MouseClickedPos[button] = g.IO.MousePos;
}
// Get desired mouse cursor shape.
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
// updated during the frame, and locked in EndFrame()/Render().
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
ImGuiMouseCursor ImGui::GetMouseCursor()
{
ImGuiContext& g = *GImGui;
return g.MouseCursor;
}
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
ImGuiContext& g = *GImGui;
g.MouseCursor = cursor_type;
}
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
{
IM_ASSERT(ImGui::IsAliasKey(key));
ImGuiKeyData* key_data = ImGui::GetKeyData(key);
key_data->Down = v;
key_data->AnalogValue = analog_value;
}
// [Internal] Do not use directly
static ImGuiKeyChord GetMergedModsFromKeys()
{
ImGuiKeyChord mods = 0;
if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
return mods;
}
static void ImGui::UpdateKeyboardInputs()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Import legacy keys or verify they are not used
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (io.BackendUsingLegacyKeyArrays == 0)
{
// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
}
else
{
if (g.FrameCount == 0)
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
// Build reverse KeyMap (Named -> Legacy)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
if (io.KeyMap[n] != -1)
{
IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
io.KeyMap[io.KeyMap[n]] = n;
}
// Import legacy keys into new ones
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
{
const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
io.KeysData[key].Down = io.KeysDown[n];
if (key != n)
io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
io.BackendUsingLegacyKeyArrays = 1;
}
if (io.BackendUsingLegacyKeyArrays == 1)
{
GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
}
}
#endif
// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
{
#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
#undef NAV_MAP_KEY
}
#endif
// Update aliases
for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
// Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
const ImGuiKeyChord prev_key_mods = io.KeyMods;
io.KeyMods = GetMergedModsFromKeys();
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
if (prev_key_mods != io.KeyMods)
g.LastKeyModsChangeTime = g.Time;
if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
g.LastKeyModsChangeFromNoneTime = g.Time;
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
{
io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
}
// Update keys
for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
{
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
if (key_data->DownDuration == 0.0f)
{
ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
if (IsKeyboardKey(key))
g.LastKeyboardKeyPressTime = g.Time;
else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
g.LastKeyboardKeyPressTime = g.Time;
}
}
// Update keys/input owner (named keys only): one entry per key
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
owner_data->OwnerCurr = owner_data->OwnerNext;
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
owner_data->OwnerNext = ImGuiKeyOwner_NoOwner;
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}
// Update key routing (for e.g. shortcuts)
UpdateKeyRoutingTable(&g.KeysRoutingTable);
}
static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Mouse Wheel swapping flag
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// - We avoid doing it on OSX as it the OS input layer handles this already.
// - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
// - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&io.MousePos))
io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
io.MouseDelta = io.MousePos - io.MousePosPrev;
else
io.MouseDelta = ImVec2(0.0f, 0.0f);
// Update stationary timer.
// FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
//IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
g.NavDisableMouseHover = false;
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
io.MouseClickedCount[i] = 0; // Will be filled below
io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
if (io.MouseClicked[i])
{
bool is_repeated_click = false;
if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
{
ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
is_repeated_click = true;
}
if (is_repeated_click)
io.MouseClickedLastCount[i]++;
else
io.MouseClickedLastCount[i] = 1;
io.MouseClickedTime[i] = g.Time;
io.MouseClickedPos[i] = io.MousePos;
io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
io.MouseDragMaxDistanceSqr[i] = 0.0f;
}
else if (io.MouseDown[i])
{
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
}
// We provide io.MouseDoubleClicked[] as a legacy service
io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
if (io.MouseClicked[i])
g.NavDisableMouseHover = false;
}
}
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
{
ImGuiContext& g = *GImGui;
if (window)
g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
else
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindow == window)
return;
IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
g.WheelingWindow = window;
g.WheelingWindowRefMousePos = g.IO.MousePos;
if (window == NULL)
{
g.WheelingWindowStartFrame = -1;
g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
}
}
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
{
// For each axis, find window in the hierarchy that may want to use scrolling
ImGuiContext& g = *GImGui;
ImGuiWindow* windows[2] = { NULL, NULL };
for (int axis = 0; axis < 2; axis++)
if (wheel[axis] != 0.0f)
for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
{
// Bubble up into parent window if:
// - a child window doesn't allow any scrolling.
// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
//// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
//const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
break; // select this window
}
if (windows[0] == NULL && windows[1] == NULL)
return NULL;
// If there's only one window or only one axis then there's no ambiguity
if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
return windows[1] ? windows[1] : windows[0];
// If candidate are different windows we need to decide which one to prioritize
// - First frame: only find a winner if one axis is zero.
// - Subsequent frames: only find a winner when one is more than the other.
if (g.WheelingWindowStartFrame == -1)
g.WheelingWindowStartFrame = g.FrameCount;
if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
{
g.WheelingWindowWheelRemainder = wheel;
return NULL;
}
return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
}
// Called by NewFrame()
void ImGui::UpdateMouseWheel()
{
// Reset the locked window if we move the mouse or after the timer elapses.
// FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
ImGuiContext& g = *GImGui;
if (g.WheelingWindow != NULL)
{
g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindowReleaseTimer <= 0.0f)
LockWheelingWindow(NULL, 0.0f);
}
ImVec2 wheel;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f;
//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!mouse_window || mouse_window->Collapsed)
return;
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
LockWheelingWindow(mouse_window, wheel.y);
ImGuiWindow* window = mouse_window;
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
if (window == window->RootWindow)
{
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
SetWindowPos(window, window->Pos + offset, 0);
window->Size = ImTrunc(window->Size * scale);
window->SizeFull = ImTrunc(window->SizeFull * scale);
}
return;
}
if (g.IO.KeyCtrl)
return;
// Mouse wheel scrolling
// Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
if (g.IO.MouseWheelRequestAxisSwap)
wheel = ImVec2(wheel.y, 0.0f);
// Maintain a rough average of moving magnitude on both axises
// FIXME: should by based on wall clock time rather than frame-counter
g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
// In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
wheel += g.WheelingWindowWheelRemainder;
g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
if (wheel.x == 0.0f && wheel.y == 0.0f)
return;
// Mouse wheel scrolling: find target and apply
// - don't renew lock if axis doesn't apply on the window.
// - select a main axis when both axises are being moved.
if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
if (do_scroll[ImGuiAxis_X])
{
LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
if (do_scroll[ImGuiAxis_Y])
{
LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
}
}
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
{
ImGuiContext& g = *GImGui;
g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
}
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
{
ImGuiContext& g = *GImGui;
g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
}
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* GetInputSourceName(ImGuiInputSource source)
{
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" };
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
return input_source_names[source];
}
static const char* GetMouseSourceName(ImGuiMouseSource source)
{
const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
return mouse_source_names[source];
}
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
{
ImGuiContext& g = *GImGui;
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
}
#endif
// Process input queue
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Only trickle chars<>key when working with InputText()
// FIXME: InputText() could parse event trail?
// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
int mouse_button_changed = 0x00;
ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
int event_n = 0;
for (; event_n < g.InputEventsQueue.Size; event_n++)
{
ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
if (e->Type == ImGuiInputEventType_MousePos)
{
if (g.IO.WantSetMousePos)
continue;
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
break;
io.MousePos = event_pos;
io.MouseSource = e->MousePos.MouseSource;
mouse_moved = true;
}
else if (e->Type == ImGuiInputEventType_MouseButton)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
const ImGuiMouseButton button = e->MouseButton.Button;
IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
break;
if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
break;
io.MouseDown[button] = e->MouseButton.Down;
io.MouseSource = e->MouseButton.MouseSource;
mouse_button_changed |= (1 << button);
}
else if (e->Type == ImGuiInputEventType_MouseWheel)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the event
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
break;
io.MouseWheelH += e->MouseWheel.WheelX;
io.MouseWheel += e->MouseWheel.WheelY;
io.MouseSource = e->MouseWheel.MouseSource;
mouse_wheeled = true;
}
else if (e->Type == ImGuiInputEventType_MouseViewport)
{
io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
}
else if (e->Type == ImGuiInputEventType_Key)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
ImGuiKey key = e->Key.Key;
IM_ASSERT(key != ImGuiKey_None);
ImGuiKeyData* key_data = GetKeyData(key);
const int key_data_index = (int)(key_data - g.IO.KeysData);
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
break;
key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
key_changed = true;
key_changed_mask.SetBit(key_data_index);
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
io.KeysDown[key_data_index] = key_data->Down;
if (io.KeyMap[key_data_index] != -1)
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
#endif
}
else if (e->Type == ImGuiInputEventType_Text)
{
// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
break;
unsigned int c = e->Text.Char;
io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
if (trickle_interleaved_keys_and_text)
text_inputted = true;
}
else if (e->Type == ImGuiInputEventType_Focus)
{
// We intentionally overwrite this and process in NewFrame(), in order to give a chance
// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
const bool focus_lost = !e->AppFocused.Focused;
io.AppFocusLost = focus_lost;
}
else
{
IM_ASSERT(0 && "Unknown event!");
}
}
// Record trail (for domain-specific applications wanting to access a precise trail)
//if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
for (int n = 0; n < event_n; n++)
g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
for (int n = 0; n < g.InputEventsQueue.Size; n++)
DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
#endif
// Remaining events will be processed on the next frame
if (event_n == g.InputEventsQueue.Size)
g.InputEventsQueue.resize(0);
else
g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
// Clear buttons state when focus is lost
// - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
// - we clear in EndFrame() and not now in order allow application/user code polling this flag
// (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
if (g.IO.AppFocusLost)
g.IO.ClearInputKeys();
}
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
{
if (!IsNamedKeyOrMod(key))
return ImGuiKeyOwner_NoOwner;
ImGuiContext& g = *GImGui;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
ImGuiID owner_id = owner_data->OwnerCurr;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return ImGuiKeyOwner_NoOwner;
return owner_id;
}
// TestKeyOwner(..., ID) : (owner == None || owner == ID)
// TestKeyOwner(..., None) : (owner == None)
// TestKeyOwner(..., Any) : no owner test
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
{
if (!IsNamedKeyOrMod(key))
return true;
ImGuiContext& g = *GImGui;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return false;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
if (owner_id == ImGuiKeyOwner_Any)
return (owner_data->LockThisFrame == false);
// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
// Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
if (owner_data->OwnerCurr != owner_id)
{
if (owner_data->LockThisFrame)
return false;
if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner)
return false;
}
return true;
}
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
// - SetKeyOwner(..., None) : clears owner
// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
// - SetKeyOwner(..., Any or None, Lock) : set lock
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
//IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
// We cannot lock by default as it would likely break lots of legacy code.
// In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
}
// Rarely used helper
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
}
// This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID());
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
return;
if ((flags & ImGuiInputFlags_CondMask_) == 0)
flags |= ImGuiInputFlags_CondDefault_;
if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
{
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
}
}
// This is the only public API until we expose owner_id versions of the API as replacements.
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
{
return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any);
}
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
key_chord = FixupKeyChord(key_chord);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (g.IO.KeyMods != mods)
return false;
// Special storage location for mods
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id))
return false;
return true;
}
void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
g.NextItemData.Shortcut = key_chord;
g.NextItemData.ShortcutFlags = flags;
}
void ImGui::ItemHandleShortcut(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiInputFlags flags = g.NextItemData.ShortcutFlags;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()!
if (flags & ImGuiInputFlags_Tooltip)
{
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut;
g.LastItemData.Shortcut = g.NextItemData.Shortcut;
}
if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0)
return;
// FIXME: Generalize Activation queue?
g.NavActivateId = id; // Will effectively disable clipping.
g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
//if (g.ActiveId == 0 || g.ActiveId == id)
g.NavActivateDownId = g.NavActivatePressedId = id;
NavHighlightActivated(id);
}
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
{
return Shortcut(key_chord, flags, ImGuiKeyOwner_Any);
}
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
//ImGuiContext& g = *GImGui;
//IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id);
// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
flags |= ImGuiInputFlags_RouteFocused;
// Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
// Effectively makes Shortcut() always input-owner aware.
if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner)
owner_id = GetRoutingIdFromOwnerId(owner_id);
// Submit route
if (!SetShortcutRouting(key_chord, flags, owner_id))
return false;
// Default repeat behavior for Shortcut()
// So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
if (!IsKeyChordPressed(key_chord, flags, owner_id))
return false;
// Claim mods during the press
SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id);
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
return true;
}
//-----------------------------------------------------------------------------
// [SECTION] ERROR CHECKING
//-----------------------------------------------------------------------------
// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
// Called by IMGUI_CHECKVERSION().
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
// If this triggers you have mismatched headers and compiled code versions.
// - It could be because of a build issue (using new headers with old compiled code)
// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc.
// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI.
// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h).
// Otherwise it is possible that different compilation units would see different structure layout.
// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename.
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
{
bool error = false;
if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
return !error;
}
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
// This is causing issues and ambiguity and we need to retire that.
// See https://github.com/ocornut/imgui/issues/5548 for more details.
// [Scenario 1]
// Previously this would make the window content size ~200x200:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK
// Instead, please submit an item:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
// Alternative:
// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
// [Scenario 2]
// For reference this is one of the issue what we aim to fix with this change:
// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->DC.IsSetPos);
window->DC.IsSetPos = false;
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
return;
if (window->SkipItems)
return;
IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
#else
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
#endif
}
static void ImGui::ErrorCheckNewFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
// Check user IM_ASSERT macro
// (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
// If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
// This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
// #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
// #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
if (true) IM_ASSERT(1); else IM_ASSERT(0);
// Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
// Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
#ifdef __EMSCRIPTEN__
if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
g.IO.DeltaTime = 0.00001f;
#endif
// Check user data
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
IM_ASSERT(g.Initialized);
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
#endif
// Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigWindowsResizeFromEdges = false;
// Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
// Perform simple checks: multi-viewport and platform windows support
if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
{
IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
}
else
{
// Disable feature, our backends do not support it
g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
}
// Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
{
IM_UNUSED(mon);
IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
IM_ASSERT(mon.DpiScale != 0.0f);
}
}
}
static void ImGui::ErrorCheckEndFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
// Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
// One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
// It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
// send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
// We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
// while still correctly asserting on mid-frame key press events.
const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(key_mods);
// [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
//ErrorCheckEndFrameRecover();
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
if (g.CurrentWindowStack.Size != 1)
{
if (g.CurrentWindowStack.Size > 1)
{
ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
IM_UNUSED(window);
while (g.CurrentWindowStack.Size > 1)
End();
}
else
{
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
}
}
IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
}
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
// Must be called during or before EndFrame().
// This is generally flawed as we are not necessarily End/Popping things in the right order.
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
// FIXME: Can't recover from interleaved BeginTabBar/Begin
void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
// PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
ImGuiContext& g = *GImGui;
while (g.CurrentWindowStack.Size > 0) //-V1044
{
ErrorCheckEndWindowRecover(log_callback, user_data);
ImGuiWindow* window = g.CurrentWindow;
if (g.CurrentWindowStack.Size == 1)
{
IM_ASSERT(window->IsFallbackWindow);
break;
}
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
EndChild();
}
else
{
if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
End();
}
}
}
// Must be called before End()/EndChild()
void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
ImGuiContext& g = *GImGui;
while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
EndTable();
}
ImGuiWindow* window = g.CurrentWindow;
ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
IM_ASSERT(window != NULL);
while (g.CurrentTabBar != NULL) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
EndTabBar();
}
while (window->DC.TreeDepth > 0)
{
if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
TreePop();
}
while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
EndGroup();
}
while (window->IDStack.Size > 1)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
PopID();
}
while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
EndDisabled();
else
{
EndDisabledOverrideReenable();
g.CurrentWindowStack.back().DisabledOverrideReenable = false;
}
}
while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
PopStyleColor();
}
while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
PopItemFlag();
}
while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
PopFont();
}
while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
}
}
// Save current stack sizes for later compare
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiWindow* window = g.CurrentWindow;
SizeOfIDStack = (short)window->IDStack.Size;
SizeOfColorStack = (short)g.ColorStack.Size;
SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
SizeOfFontStack = (short)g.FontStack.Size;
SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
SizeOfGroupStack = (short)g.GroupStack.Size;
SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
SizeOfDisabledStack = (short)g.DisabledStackSize;
}
// Compare to detect usage errors
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiWindow* window = g.CurrentWindow;
IM_UNUSED(window);
// Window stacks
// NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!");
// Global stacks
// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!");
IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!");
IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!");
IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!");
IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!");
IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!");
IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!");
}
//-----------------------------------------------------------------------------
// [SECTION] ITEM SUBMISSION
//-----------------------------------------------------------------------------
// - KeepAliveID()
// - ItemAdd()
//-----------------------------------------------------------------------------
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
g.ActiveIdIsAlive = id;
if (g.ActiveIdPreviousFrame == id)
g.ActiveIdPreviousFrameIsAlive = true;
}
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
IM_MSVC_RUNTIME_CHECKS_OFF
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Set item data
// (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
g.LastItemData.ID = id;
g.LastItemData.Rect = bb;
g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
// Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
if (id != 0)
{
KeepAliveID(id);
// Directional navigation processing
// Runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
{
// FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
if (g.NavId == id || g.NavAnyRequest)
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem();
}
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
ItemHandleShortcut(id);
}
// Lightweight clear of SetNextItemXXX data.
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
g.NextItemData.ItemFlags = ImGuiItemFlags_None;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0)
IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
#endif
// Clipping test
// (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false')
// g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
const bool is_rect_visible = bb.Overlaps(window->ClipRect);
if (!is_rect_visible)
if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
if (!g.ItemUnclipByLog)
return false;
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (id != 0)
{
if (id == g.DebugLocateId)
DebugLocateItemResolveWithLastItem();
// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.com/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
}
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
//if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
#endif
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (is_rect_visible)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
if (IsMouseHoveringRect(bb.Min, bb.Max))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
return true;
}
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] LAYOUT
//-----------------------------------------------------------------------------
// - ItemSize()
// - SameLine()
// - GetCursorScreenPos()
// - SetCursorScreenPos()
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
// - GetCursorStartPos()
// - Indent()
// - Unindent()
// - SetNextItemWidth()
// - PushItemWidth()
// - PushMultiItemsWidths()
// - PopItemWidth()
// - CalcItemWidth()
// - CalcItemSize()
// - GetTextLineHeight()
// - GetTextLineHeightWithSpacing()
// - GetFrameHeight()
// - GetFrameHeightWithSpacing()
// - GetContentRegionMax()
// - GetContentRegionMaxAbs() [Internal]
// - GetContentRegionAvail(),
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
// - BeginGroup()
// - EndGroup()
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
//-----------------------------------------------------------------------------
// Advance cursor given item size for layout.
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
// THIS IS IN THE PERFORMANCE CRITICAL PATH.
IM_MSVC_RUNTIME_CHECKS_OFF
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
// We increase the height in this function to accommodate for baseline offset.
// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
// Always align ourselves on pixel boundaries
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = line_y1;
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
window->DC.PrevLineSize.y = line_height;
window->DC.CurrLineSize.y = 0.0f;
window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
window->DC.CurrLineTextBaseOffset = 0.0f;
window->DC.IsSameLine = window->DC.IsSetPos = false;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Gets back to previous line and continue with horizontal layout
// offset_from_start_x == 0 : follow right after previous item
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
// spacing_w >= 0 : enforce spacing amount
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
if (offset_from_start_x != 0.0f)
{
if (spacing_w < 0.0f)
spacing_w = 0.0f;
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
else
{
if (spacing_w < 0.0f)
spacing_w = g.Style.ItemSpacing.x;
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrLineSize = window->DC.PrevLineSize;
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
window->DC.IsSameLine = true;
}
ImVec2 ImGui::GetCursorScreenPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos;
}
void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = pos;
//window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
window->DC.IsSetPos = true;
}
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
ImVec2 ImGui::GetCursorPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos - window->Pos + window->Scroll;
}
float ImGui::GetCursorPosX()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
}
float ImGui::GetCursorPosY()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
}
void ImGui::SetCursorPos(const ImVec2& local_pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
//window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
window->DC.IsSetPos = true;
}
void ImGui::SetCursorPosX(float x)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
//window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
window->DC.IsSetPos = true;
}
void ImGui::SetCursorPosY(float y)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
//window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
window->DC.IsSetPos = true;
}
ImVec2 ImGui::GetCursorStartPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorStartPos - window->Pos;
}
void ImGui::Indent(float indent_w)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}
void ImGui::Unindent(float indent_w)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}
// Affect large frame+labels widgets only.
void ImGui::SetNextItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
g.NextItemData.Width = item_width;
}
// FIXME: Remove the == 0.0f behavior?
void ImGui::PushItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PushMultiItemsWidths(int components, float w_full)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(components > 0);
const ImGuiStyle& style = g.Style;
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
float prev_split = w_items;
for (int i = components - 1; i > 0; i--)
{
float next_split = IM_TRUNC(w_items * i / components);
window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
prev_split = next_split;
}
window->DC.ItemWidth = ImMax(prev_split, 1.0f);
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PopItemWidth()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.ItemWidth = window->DC.ItemWidthStack.back();
window->DC.ItemWidthStack.pop_back();
}
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
float ImGui::CalcItemWidth()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float w;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
w = g.NextItemData.Width;
else
w = window->DC.ItemWidth;
if (w < 0.0f)
{
float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
}
w = IM_TRUNC(w);
return w;
}
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
// Note that only CalcItemWidth() is publicly exposed.
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
region_max = GetContentRegionMaxAbs();
if (size.x == 0.0f)
size.x = default_w;
else if (size.x < 0.0f)
size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
if (size.y == 0.0f)
size.y = default_h;
else if (size.y < 0.0f)
size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
return size;
}
float ImGui::GetTextLineHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize;
}
float ImGui::GetTextLineHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.ItemSpacing.y;
}
float ImGui::GetFrameHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f;
}
float ImGui::GetFrameHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
}
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
// FIXME: This is in window space (not screen space!).
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
return mx - window->Pos;
}
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
ImVec2 ImGui::GetContentRegionMaxAbs()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
return mx;
}
ImVec2 ImGui::GetContentRegionAvail()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return GetContentRegionMaxAbs() - window->DC.CursorPos;
}
// In window space (not screen space!)
ImVec2 ImGui::GetWindowContentRegionMin()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Min - window->Pos;
}
ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Max - window->Pos;
}
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
// FIXME-OPT: Could we safely early out on ->SkipItems?
void ImGui::BeginGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
g.GroupStack.resize(g.GroupStack.Size + 1);
ImGuiGroupData& group_data = g.GroupStack.back();
group_data.WindowID = window->ID;
group_data.BackupCursorPos = window->DC.CursorPos;
group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
group_data.BackupIndent = window->DC.Indent;
group_data.BackupGroupOffset = window->DC.GroupOffset;
group_data.BackupCurrLineSize = window->DC.CurrLineSize;
group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
group_data.BackupIsSameLine = window->DC.IsSameLine;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.EmitItem = true;
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
window->DC.Indent = window->DC.GroupOffset;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = g.GroupStack.back();
IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
window->DC.CursorPos = group_data.BackupCursorPos;
window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
window->DC.Indent = group_data.BackupIndent;
window->DC.GroupOffset = group_data.BackupGroupOffset;
window->DC.CurrLineSize = group_data.BackupCurrLineSize;
window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
window->DC.IsSameLine = group_data.BackupIsSameLine;
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
if (!group_data.EmitItem)
{
g.GroupStack.pop_back();
return;
}
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
ItemSize(group_bb.GetSize());
ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context.
// (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
if (group_contains_curr_active_id)
g.LastItemData.ID = g.ActiveId;
else if (group_contains_prev_active_id)
g.LastItemData.ID = g.ActiveIdPreviousFrame;
g.LastItemData.Rect = group_bb;
// Forward Hovered flag
const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
if (group_contains_curr_hovered_id)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
// Forward Edited flag
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
// Forward Deactivated flag
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
g.GroupStack.pop_back();
if (g.DebugShowGroupRects)
window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
//-----------------------------------------------------------------------------
// [SECTION] SCROLLING
//-----------------------------------------------------------------------------
// Helper to snap on edges when aiming at an item very close to the edge,
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
// When we refactor the scrolling API this may be configurable with a flag?
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
{
if (target <= snap_min + snap_threshold)
return ImLerp(snap_min, target, center_ratio);
if (target >= snap_max - snap_threshold)
return ImLerp(target, snap_max, center_ratio);
return target;
}
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
{
ImVec2 scroll = window->Scroll;
ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
for (int axis = 0; axis < 2; axis++)
{
if (window->ScrollTarget[axis] < FLT_MAX)
{
float center_ratio = window->ScrollTargetCenterRatio[axis];
float scroll_target = window->ScrollTarget[axis];
if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
{
float snap_min = 0.0f;
float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
}
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
}
scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
}
return scroll;
}
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ScrollToRectEx(window, g.LastItemData.NavRect, flags);
}
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
{
ScrollToRectEx(window, item_rect, flags);
}
// Scroll to keep newly navigated item fully into view
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
{
ImGuiContext& g = *GImGui;
ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
//GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
//GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
// Check that only one behavior is selected per axis
IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
// Defaults
ImGuiScrollFlags in_flags = flags;
if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
if ((flags & ImGuiScrollFlags_MaskY_) == 0)
flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
{
if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
else if (item_rect.Max.x >= scroll_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
{
if (can_be_fully_visible_x)
SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
else
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
}
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
{
if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
else if (item_rect.Max.y >= scroll_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
{
if (can_be_fully_visible_y)
SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
else
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
}
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
ImVec2 delta_scroll = next_scroll - window->Scroll;
// Also scroll parent window to keep us into view if necessary
if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
{
// FIXME-SCROLL: May be an option?
if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
}
return delta_scroll;
}
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
}
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.x;
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ScrollMax.y;
}
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
{
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
window->ScrollTargetEdgeSnapDist.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
{
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
window->ScrollTargetEdgeSnapDist.y = 0.0f;
}
void ImGui::SetScrollX(float scroll_x)
{
ImGuiContext& g = *GImGui;
SetScrollX(g.CurrentWindow, scroll_x);
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiContext& g = *GImGui;
SetScrollY(g.CurrentWindow, scroll_y);
}
// Note that a local position will vary depending on initial scroll value,
// This is a little bit confusing so bear with us:
// - local_pos = (absolution_pos - window->Pos)
// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
// - They mostly exist because of legacy API.
// Following the rules above, when trying to work with scrolling code, consider that:
// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
{
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.x = center_x_ratio;
window->ScrollTargetEdgeSnapDist.x = 0.0f;
}
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.y = center_y_ratio;
window->ScrollTargetEdgeSnapDist.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
{
ImGuiContext& g = *GImGui;
SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
}
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
ImGuiContext& g = *GImGui;
SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
}
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
// Tweak: snap on edges when aiming at an item very close to the edge
window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
// Tweak: snap on edges when aiming at an item very close to the edge
window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
}
//-----------------------------------------------------------------------------
// [SECTION] TOOLTIPS
//-----------------------------------------------------------------------------
bool ImGui::BeginTooltip()
{
return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
}
bool ImGui::BeginItemTooltip()
{
if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
return false;
return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
}
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
{
ImGuiContext& g = *GImGui;
if (g.DragDropWithinSource || g.DragDropWithinTarget)
{
// Drag and Drop tooltips are positioning differently than other tooltips:
// - offset visibility to increase visibility around mouse.
// - never clamp within outer viewport boundary.
// We call SetNextWindowPos() to enforce position and disable clamping.
// See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
SetNextWindowPos(tooltip_pos);
SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
}
char window_name[16];
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
if (ImGuiWindow* window = FindWindowByName(window_name))
if (window->Active)
{
// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
SetWindowHiddenAndSkipItemsForCurrentFrame(window);
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
Begin(window_name, NULL, flags | extra_window_flags);
// 2023-03-09: Added bool return value to the API, but currently always returning true.
// If this ever returns false we need to update BeginDragDropSource() accordingly.
//if (!ret)
// End();
//return ret;
return true;
}
void ImGui::EndTooltip()
{
IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
End();
}
void ImGui::SetTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
SetTooltipV(fmt, args);
va_end(args);
}
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
return;
TextV(fmt, args);
EndTooltip();
}
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
void ImGui::SetItemTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
SetTooltipV(fmt, args);
va_end(args);
}
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
{
if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
SetTooltipV(fmt, args);
}
//-----------------------------------------------------------------------------
// [SECTION] POPUPS
//-----------------------------------------------------------------------------
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
if (popup_flags & ImGuiPopupFlags_AnyPopupId)
{
// Return true if any popup is open at the current BeginPopup() level of the popup stack
// This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
IM_ASSERT(id == 0);
if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
return g.OpenPopupStack.Size > 0;
else
return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
}
else
{
if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
{
// Return true if the popup is open anywhere in the popup stack
for (ImGuiPopupData& popup_data : g.OpenPopupStack)
if (popup_data.PopupId == id)
return true;
return false;
}
else
{
// Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
}
}
}
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
return IsPopupOpen(id, popup_flags);
}
// Also see FindBlockingModal(NULL)
ImGuiWindow* ImGui::GetTopMostPopupModal()
{
ImGuiContext& g = *GImGui;
for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
if (popup->Flags & ImGuiWindowFlags_Modal)
return popup;
return NULL;
}
// See Demo->Stacked Modal to confirm what this is for.
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
{
ImGuiContext& g = *GImGui;
for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
return popup;
return NULL;
}
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.CurrentWindow->GetID(str_id);
IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
OpenPopupEx(id, popup_flags);
}
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
{
OpenPopupEx(id, popup_flags);
}
// Mark popup as open (toggle toward open state).
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
const int current_stack_size = g.BeginPopupStack.Size;
if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
return;
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id;
popup_ref.Window = NULL;
popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type).
popup_ref.OpenFrameCount = g.FrameCount;
popup_ref.OpenParentId = parent_window->IDStack.back();
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
}
else
{
// Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
// However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
// in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
// Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
bool keep_existing = false;
if (g.OpenPopupStack[current_stack_size].PopupId == id)
if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
keep_existing = true;
if (keep_existing)
{
// No reopen
g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
}
else
{
// Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
ClosePopupToLevel(current_stack_size, true);
g.OpenPopupStack.push_back(popup_ref);
}
// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
// This is equivalent to what ClosePopupToLevel() does.
//if (g.OpenPopupStack[current_stack_size].PopupId == id)
// FocusWindow(parent_window);
}
}
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// This function closes any popups that are over 'ref_window'.
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size == 0)
return;
// Don't close our own child popup windows.
//IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "<NULL>", restore_focus_to_window_under_popup);
int popup_count_to_keep = 0;
if (ref_window)
{
// Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
{
ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
if (!popup.Window)
continue;
IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
// Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
// - Clicking/Focusing Window2 won't close Popup1:
// Window -> Popup1 -> Window2(Ref)
// - Clicking/focusing Popup1 will close Popup2 and Popup3:
// Window -> Popup1(Ref) -> Popup2 -> Popup3
// - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
// Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
// We step through every popup from bottom to top to validate their position relative to reference window.
bool ref_window_is_descendent_of_popup = false;
for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
//if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
if (IsWindowWithinBeginStackOf(ref_window, popup_window))
{
ref_window_is_descendent_of_popup = true;
break;
}
if (!ref_window_is_descendent_of_popup)
break;
}
}
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
{
IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
}
}
void ImGui::ClosePopupsExceptModals()
{
ImGuiContext& g = *GImGui;
int popup_count_to_keep;
for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
{
ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
if (!window || (window->Flags & ImGuiWindowFlags_Modal))
break;
}
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
ClosePopupToLevel(popup_count_to_keep, true);
}
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup);
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
// Trim open popup stack
ImGuiPopupData prev_popup = g.OpenPopupStack[remaining];
g.OpenPopupStack.resize(remaining);
// Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case)
if (restore_focus_to_window_under_popup && prev_popup.Window)
{
ImGuiWindow* popup_window = prev_popup.Window;
ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow;
if (focus_window && !focus_window->WasActive)
FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
else
FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
}
}
// Close the popup we have begin-ed into.
void ImGui::CloseCurrentPopup()
{
ImGuiContext& g = *GImGui;
int popup_idx = g.BeginPopupStack.Size - 1;
if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
return;
// Closing a menu closes its top-most parent popup (unless a modal)
while (popup_idx > 0)
{
ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
bool close_parent = false;
if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
close_parent = true;
if (!close_parent)
break;
popup_idx--;
}
IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
ClosePopupToLevel(popup_idx, true);
// A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
// To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
// Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
if (ImGuiWindow* window = g.NavWindow)
window->DC.NavHideHighlightOneFrame = true;
}
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
char name[20];
if (flags & ImGuiWindowFlags_ChildMenu)
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
else
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
bool is_open = Begin(name, NULL, flags);
if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
EndPopup();
//g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
return is_open;
}
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
ImGuiID id = g.CurrentWindow->GetID(str_id);
return BeginPopupEx(id, flags);
}
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
// - *p_open set back to false in BeginPopupModal() when popup is not open.
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = window->GetID(name);
if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
if (p_open && *p_open)
*p_open = false;
return false;
}
// Center modal windows by default for increased visibility
// (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
{
const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
}
flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
const bool is_open = Begin(name, p_open, flags);
if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{
EndPopup();
if (is_open)
ClosePopupToLevel(g.BeginPopupStack.Size, true);
return false;
}
return is_open;
}
void ImGui::EndPopup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
IM_ASSERT(g.BeginPopupStack.Size > 0);
// Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
if (g.NavWindow == window)
NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
// Child-popups don't need to be laid out
IM_ASSERT(g.WithinEndChild == false);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
g.WithinEndChild = true;
End();
g.WithinEndChild = false;
}
// Helper to open a popup if mouse button is released over the item
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
{
ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
OpenPopupEx(id, popup_flags);
}
}
// This is a helper to handle the simplest case of associating one named popup to one given widget.
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
// - To create a popup with a specific identifier, pass it in str_id.
// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
// This is essentially the same as:
// id = str_id ? GetID(str_id) : GetItemID();
// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
// return BeginPopup(id);
// Which is essentially the same as:
// id = str_id ? GetID(str_id) : GetItemID();
// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
// OpenPopup(id);
// return BeginPopup(id);
// The main difference being that this is tweaked to avoid computing the ID twice.
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!str_id)
str_id = "window_context";
ImGuiID id = window->GetID(str_id);
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!str_id)
str_id = "void_context";
ImGuiID id = window->GetID(str_id);
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
if (GetTopMostPopupModal() == NULL)
OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
// this allows us to have tooltips/popups displayed out of the parent viewport.)
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
{
ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
//GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
// Combo Box policy (we want a connecting edge)
if (policy == ImGuiPopupPositionPolicy_ComboBox)
{
const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction?
continue;
ImVec2 pos;
if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
if (!r_outer.Contains(ImRect(pos, pos + size)))
continue;
*last_dir = dir;
return pos;
}
}
// Tooltip and Default popup policy
// (Always first try the direction we used on the last frame, if any)
if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
{
const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
if (n != -1 && dir == *last_dir) // Already tried this direction?
continue;
const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
// If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
continue;
if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
continue;
ImVec2 pos;
pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
// Clamp top-left corner of popup
pos.x = ImMax(pos.x, r_outer.Min.x);
pos.y = ImMax(pos.y, r_outer.Min.y);
*last_dir = dir;
return pos;
}
}
// Fallback when not enough room:
*last_dir = ImGuiDir_None;
// For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
if (policy == ImGuiPopupPositionPolicy_Tooltip)
return ref_pos + ImVec2(2, 2);
// Otherwise try to keep within display
ImVec2 pos = ref_pos;
pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
return pos;
}
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImRect r_screen;
if (window->ViewportAllowPlatformMonitorExtend >= 0)
{
// Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
r_screen.Min = monitor.WorkPos;
r_screen.Max = monitor.WorkPos + monitor.WorkSize;
}
else
{
// Use the full viewport area (not work area) for popups
r_screen = window->Viewport->GetMainRect();
}
ImVec2 padding = g.Style.DisplaySafeAreaPadding;
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
return r_screen;
}
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImRect r_outer = GetPopupAllowedExtentRect(window);
if (window->Flags & ImGuiWindowFlags_ChildMenu)
{
// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
ImGuiWindow* parent_window = window->ParentWindow;
float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
ImRect r_avoid;
if (parent_window->DC.MenuBarAppending)
r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
else
r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
}
if (window->Flags & ImGuiWindowFlags_Popup)
{
return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
}
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
// Position tooltip (always follows mouse + clamp within outer boundaries)
// Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
// In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
IM_ASSERT(g.CurrentWindow == window);
const float scale = g.Style.MouseCursorScale;
const ImVec2 ref_pos = NavCalcPreferredRefPos();
const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
ImRect r_avoid;
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
else
r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
}
IM_ASSERT(0);
return window->Pos;
}
//-----------------------------------------------------------------------------
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
// In our terminology those should be interchangeable, yet right now this is super confusing.
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
void ImGui::SetNavWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.NavWindow != window)
{
IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
g.NavWindow = window;
g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
}
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
void ImGui::NavHighlightActivated(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavHighlightActivatedId = id;
g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
}
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
}
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow != NULL);
IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
g.NavId = id;
g.NavLayer = nav_layer;
SetNavFocusScope(focus_scope_id);
g.NavWindow->NavLastIds[nav_layer] = id;
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
// Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
}
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
if (g.NavWindow != window)
SetNavWindow(window);
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
g.NavId = id;
g.NavLayer = nav_layer;
SetNavFocusScope(g.CurrentFocusScopeId);
window->NavLastIds[nav_layer] = id;
if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
g.NavDisableMouseHover = true;
else
g.NavDisableHighlight = true;
// Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
}
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
{
if (ImFabs(dx) > ImFabs(dy))
return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
{
if (cand_max < curr_min)
return cand_max - curr_min;
if (curr_max < cand_min)
return cand_min - curr_max;
return 0.0f;
}
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavLayer != window->DC.NavLayerCurrent)
return false;
// FIXME: Those are not good variables names
ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringDebugCount++;
// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
if (window->ParentWindow == g.NavWindow)
{
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
if (!window->ClipRect.Overlaps(cand))
return false;
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
}
// Compute distance between boxes
// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
if (dby != 0.0f && dbx != 0.0f)
dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
float dist_box = ImFabs(dbx) + ImFabs(dby);
// Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
// Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
ImGuiDir quadrant;
float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
if (dbx != 0.0f || dby != 0.0f)
{
// For non-overlapping boxes, use distance between boxes
dax = dbx;
day = dby;
dist_axial = dist_box;
quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
}
else if (dcx != 0.0f || dcy != 0.0f)
{
// For overlapping boxes with different centers, use distance between centers
dax = dcx;
day = dcy;
dist_axial = dist_center;
quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
}
else
{
// Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
}
const ImGuiDir move_dir = g.NavMoveDir;
#if IMGUI_DEBUG_NAV_SCORING
char buf[200];
if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
{
if (quadrant == move_dir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
ImDrawList* draw_list = GetForegroundDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
}
const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
if (debug_hovering || debug_tty)
{
ImFormatString(buf, IM_ARRAYSIZE(buf),
"d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
if (debug_hovering)
{
ImDrawList* draw_list = GetForegroundDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
draw_list->AddText(cand.Max, ~0U, buf);
}
if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
}
#endif
// Is it in the quadrant we're interested in moving to?
bool new_best = false;
if (quadrant == move_dir)
{
// Does it beat the current best candidate?
if (dist_box < result->DistBox)
{
result->DistBox = dist_box;
result->DistCenter = dist_center;
return true;
}
if (dist_box == result->DistBox)
{
// Try using distance between center points to break ties
if (dist_center < result->DistCenter)
{
result->DistCenter = dist_center;
new_best = true;
}
else if (dist_center == result->DistCenter)
{
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
// this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
new_best = true;
}
}
}
// Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
// are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
// This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
// 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
{
result->DistAxial = dist_axial;
new_best = true;
}
return new_best;
}
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
result->Window = window;
result->ID = g.LastItemData.ID;
result->FocusScopeId = g.CurrentFocusScopeId;
result->InFlags = g.LastItemData.InFlags;
result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
{
IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
}
}
// True when current work location may be scrolled horizontally when moving left / right.
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
}
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
// This is called after LastItemData is set, but NextItemData is also still valid.
static void ImGui::NavProcessItem()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = g.LastItemData.ID;
const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
if (window->DC.NavIsScrollPushableX == false)
{
g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
}
const ImRect nav_bb = g.LastItemData.NavRect;
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
{
NavApplyItemToResult(&g.NavInitResult);
}
if (candidate_for_nav_default_focus)
{
g.NavInitRequest = false; // Found a match, clear request
NavUpdateAnyRequestFlag();
}
}
// Process Move Request (scoring for navigation)
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
{
if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
{
const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
if (is_tabbing)
{
NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
}
else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
{
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (NavScoreItem(result))
NavApplyItemToResult(result);
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
const float VISIBLE_RATIO = 0.70f;
if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
if (NavScoreItem(&g.NavMoveResultLocalVisible))
NavApplyItemToResult(&g.NavMoveResultLocalVisible);
}
}
}
// Update information for currently focused/navigated item
if (g.NavId == id)
{
if (g.NavWindow != window)
SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
g.NavLayer = window->DC.NavLayerCurrent;
SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
g.NavFocusScopeId = g.CurrentFocusScopeId;
g.NavIdIsAlive = true;
if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
{
IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
}
window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
}
}
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
// - Case 1: no nav/active id: set result to first eligible item, stop storing.
// - Case 2: tab forward: on ref id set counter, on counter elapse store result
// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
{
if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
return;
if (g.NavFocusScopeId != g.CurrentFocusScopeId)
return;
}
// - Can always land on an item when using API call.
// - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
// - Tabbing without _NavEnableKeyboard: goes through inputable items only.
bool can_stop;
if (move_flags & ImGuiNavMoveFlags_FocusApi)
can_stop = true;
else
can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
// Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
ImGuiNavItemData* result = &g.NavMoveResultLocal;
if (g.NavTabbingDir == +1)
{
// Tab Forward or SetKeyboardFocusHere() with >= 0
if (can_stop && g.NavTabbingResultFirst.ID == 0)
NavApplyItemToResult(&g.NavTabbingResultFirst);
if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
NavMoveRequestResolveWithLastItem(result);
else if (g.NavId == id)
g.NavTabbingCounter = 1;
}
else if (g.NavTabbingDir == -1)
{
// Tab Backward
if (g.NavId == id)
{
if (result->ID)
{
g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
}
else if (can_stop)
{
// Keep applying until reaching NavId
NavApplyItemToResult(result);
}
}
else if (g.NavTabbingDir == 0)
{
if (can_stop && g.NavId == id)
NavMoveRequestResolveWithLastItem(result);
if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
NavApplyItemToResult(&g.NavTabbingResultFirst);
}
}
bool ImGui::NavMoveRequestButNoResultYet()
{
ImGuiContext& g = *GImGui;
return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}
// FIXME: ScoringRect is not set
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow != NULL);
if (move_flags & ImGuiNavMoveFlags_IsTabbing)
move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
g.NavMoveSubmitted = g.NavMoveScoringItems = true;
g.NavMoveDir = move_dir;
g.NavMoveDirForDebug = move_dir;
g.NavMoveClipDir = clip_dir;
g.NavMoveFlags = move_flags;
g.NavMoveScrollFlags = scroll_flags;
g.NavMoveForwardToNextFrame = false;
g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear();
g.NavTabbingCounter = 0;
g.NavTabbingResultFirst.Clear();
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
NavApplyItemToResult(result);
NavUpdateAnyRequestFlag();
}
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
{
ImGuiContext& g = *GImGui;
g.NavMoveScoringItems = false;
g.LastItemData.ID = tree_node_data->ID;
g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
g.LastItemData.NavRect = tree_node_data->NavRect;
NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
NavClearPreferredPosForAxis(ImGuiAxis_Y);
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestCancel()
{
ImGuiContext& g = *GImGui;
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavMoveForwardToNextFrame == false);
NavMoveRequestCancel();
g.NavMoveForwardToNextFrame = true;
g.NavMoveDir = move_dir;
g.NavMoveClipDir = clip_dir;
g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
g.NavMoveScrollFlags = scroll_flags;
}
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
// In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
// as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
}
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
// This way we could find the last focused window among our children. It would be much less confusing this way?
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
{
ImGuiWindow* parent = nav_window;
while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
parent = parent->ParentWindow;
if (parent && parent != nav_window)
parent->NavLastChildNavWindow = nav_window;
}
// Restore the last focused child.
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{
if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
return window->NavLastChildNavWindow;
if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
return tab->Window;
return window;
}
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
if (layer == ImGuiNavLayer_Main)
{
ImGuiWindow* prev_nav_window = g.NavWindow;
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
if (prev_nav_window)
IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
}
ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0)
{
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
}
else
{
g.NavLayer = layer;
NavInitWindow(window, true);
}
}
void ImGui::NavRestoreHighlightAfterMove()
{
ImGuiContext& g = *GImGui;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
static inline void ImGui::NavUpdateAnyRequestFlag()
{
ImGuiContext& g = *GImGui;
g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
if (g.NavAnyRequest)
IM_ASSERT(g.NavWindow != NULL);
}
// This needs to be called before we submit any widget (aka in or before Begin)
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
{
// FIXME: ChildWindow test here is wrong for docking
ImGuiContext& g = *GImGui;
IM_ASSERT(window == g.NavWindow);
if (window->Flags & ImGuiWindowFlags_NoNavInputs)
{
g.NavId = 0;
SetNavFocusScope(window->NavRootFocusScopeId);
return;
}
bool init_for_nav = false;
if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
init_for_nav = true;
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResult.ID = 0;
NavUpdateAnyRequestFlag();
}
else
{
g.NavId = window->NavLastIds[0];
SetNavFocusScope(window->NavRootFocusScopeId);
}
}
static ImVec2 ImGui::NavCalcPreferredRefPos()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
// Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
if ((g.NavDisableHighlight || !g.NavDisableMouseHover || !window) && !activated_shortcut)
{
// Mouse (we need a fallback in case the mouse becomes invalid after being used)
// The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
// In theory we could move that +1.0f offset in OpenPopupEx()
ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
return ImVec2(p.x + 1.0f, p.y);
}
else
{
// When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
ImRect ref_rect;
if (activated_shortcut)
ref_rect = g.LastItemData.NavRect;
else
ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
// Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
{
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
ref_rect.Translate(window->Scroll - next_scroll);
}
ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight()));
ImGuiViewport* viewport = window->Viewport;
return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
}
}
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
ImGuiKey key_less, key_more;
if (g.NavInputSource == ImGuiInputSource_Gamepad)
{
key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
}
else
{
key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
}
float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
amount = 0.0f;
return amount;
}
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
io.WantSetMousePos = false;
//if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
// Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
// FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
if (nav_gamepad_active)
for (ImGuiKey key : nav_gamepad_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Gamepad;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
if (nav_keyboard_active)
for (ImGuiKey key : nav_keyboard_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Keyboard;
// Process navigation init request (select first/default focus)
g.NavJustMovedToId = 0;
if (g.NavInitResult.ID != 0)
NavInitRequestApplyResult();
g.NavInitRequest = false;
g.NavInitRequestFromMove = false;
g.NavInitResult.ID = 0;
// Process navigation move request
if (g.NavMoveSubmitted)
NavMoveRequestApplyResult();
g.NavTabbingCounter = 0;
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
bool set_mouse_pos = false;
if (g.NavMousePosDirty && g.NavIdIsAlive)
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
set_mouse_pos = true;
g.NavMousePosDirty = false;
IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
// Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
if (g.NavWindow)
NavSaveLastChildNavWindowIntoParent(g.NavWindow);
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
g.NavWindow->NavLastChildNavWindow = NULL;
// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
NavUpdateWindowing();
// Set output flags for user application
io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
// Process NavCancel input (to close a popup, get back to parent, clear focus)
NavUpdateCancelRequest();
// Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
g.NavActivateFlags = ImGuiActivateFlags_None;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
}
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
{
g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
}
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
g.NavActivateDownId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
{
g.NavActivatePressedId = g.NavId;
NavHighlightActivated(g.NavId);
}
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
g.NavDisableHighlight = true;
if (g.NavActivateId != 0)
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
// Highlight
if (g.NavHighlightActivatedTimer > 0.0f)
g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
if (g.NavHighlightActivatedTimer == 0.0f)
g.NavHighlightActivatedId = 0;
// Process programmatic activation request
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
if (g.NavNextActivateId != 0)
{
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
g.NavActivateFlags = g.NavNextActivateFlags;
}
g.NavNextActivateId = 0;
// Process move requests
NavUpdateCreateMoveRequest();
if (g.NavMoveDir == ImGuiDir_None)
NavUpdateCreateTabbingRequest();
NavUpdateAnyRequestFlag();
g.NavIdIsAlive = false;
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
const ImGuiDir move_dir = g.NavMoveDir;
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
{
if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
}
// *Normal* Manual scroll with LStick
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
if (nav_gamepad_active)
{
const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
if (scroll_dir.x != 0.0f && window->ScrollbarX)
SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
if (scroll_dir.y != 0.0f)
SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
}
}
// Always prioritize mouse highlight if navigation is disabled
if (!nav_keyboard_active && !nav_gamepad_active)
{
g.NavDisableHighlight = true;
g.NavDisableMouseHover = set_mouse_pos = false;
}
// Update mouse position if requested
// (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
TeleportMousePos(NavCalcPreferredRefPos());
// [DEBUG]
g.NavScoringDebugCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (ImGuiWindow* debug_window = g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(debug_window);
int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
//if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}
void ImGui::NavInitRequestApplyResult()
{
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
ImGuiContext& g = *GImGui;
if (!g.NavWindow)
return;
ImGuiNavItemData* result = &g.NavInitResult;
if (g.NavId != result->ID)
{
g.NavJustMovedToId = result->ID;
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
g.NavJustMovedToKeyMods = 0;
}
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
// FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
g.NavLastValidSelectionUserData = result->SelectionUserData;
if (g.NavInitRequestFromMove)
NavRestoreHighlightAfterMove();
}
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
{
// Bias initial rect
ImGuiContext& g = *GImGui;
const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
// Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
// - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
// - But each successful move sets new bias on one axis, only cleared when using mouse.
if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
{
if (preferred_pos_rel.x == FLT_MAX)
preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
if (preferred_pos_rel.y == FLT_MAX)
preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
}
// Apply general bias on the other axis
if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
}
void ImGui::NavUpdateCreateMoveRequest()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* window = g.NavWindow;
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (g.NavMoveForwardToNextFrame && window != NULL)
{
// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
// (preserve most state, which were already set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
}
else
{
// Initiate directional inputs request
g.NavMoveDir = ImGuiDir_None;
g.NavMoveFlags = ImGuiNavMoveFlags_None;
g.NavMoveScrollFlags = ImGuiScrollFlags_None;
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
}
// Update PageUp/PageDown/Home/End scroll
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
float scoring_rect_offset_y = 0.0f;
if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
scoring_rect_offset_y = NavUpdatePageUpPageDown();
if (scoring_rect_offset_y != 0.0f)
{
g.NavScoringNoClipRect = window->InnerRect;
g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
}
// [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
#if IMGUI_DEBUG_NAV_SCORING
//if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
// g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
if (io.KeyCtrl)
{
if (g.NavMoveDir == ImGuiDir_None)
g.NavMoveDir = g.NavMoveDirForDebug;
g.NavMoveClipDir = g.NavMoveDir;
g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
}
#endif
// Submit
g.NavMoveForwardToNextFrame = false;
if (g.NavMoveDir != ImGuiDir_None)
NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
// Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
if (g.NavMoveSubmitted && g.NavId == 0)
{
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
g.NavInitResult.ID = 0;
g.NavDisableHighlight = false;
}
// When using gamepad, we project the reference nav bounding box into window visible area.
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
// since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
{
bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
// Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
// Otherwise 'inner_rect_rel' would be off on the move result frame.
inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
g.NavId = 0;
}
}
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
ImRect scoring_rect;
if (window != NULL)
{
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
scoring_rect.TranslateY(scoring_rect_offset_y);
if (g.NavMoveSubmitted)
NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
}
g.NavScoringRect = scoring_rect;
g.NavScoringNoClipRect.Add(scoring_rect);
}
void ImGui::NavUpdateCreateTabbingRequest()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
// Initiate tabbing request
// (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (nav_keyboard_active)
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
else
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
g.NavTabbingCounter = -1;
}
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
void ImGui::NavMoveRequestApplyResult()
{
ImGuiContext& g = *GImGui;
#if IMGUI_DEBUG_NAV_SCORING
if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
return;
#endif
// Select which result to use
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
// Tabbing forward wrap
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
result = &g.NavTabbingResultFirst;
// In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
if (result == NULL)
{
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
return;
}
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
result = &g.NavMoveResultLocalVisible;
// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
result = &g.NavMoveResultOther;
IM_ASSERT(g.NavWindow && result->Window);
// Scroll to keep newly navigated item fully into view.
if (g.NavLayer == ImGuiNavLayer_Main)
{
ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
{
// FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
SetScrollY(result->Window, scroll_target);
}
}
if (g.NavWindow != result->Window)
{
IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
g.NavWindow = result->Window;
g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
}
// Clear active id unless requested not to
// FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction,
// so this is mostly provided as a gateway for further experiments (see #1418, #2890)
if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0)
ClearActiveID();
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
// PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
{
g.NavJustMovedToId = result->ID;
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
}
// Apply new NavID/Focus
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
g.NavLastValidSelectionUserData = result->SelectionUserData;
// Restore last preferred position for current axis
// (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
{
preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
}
// Tabbing: Activates Inputable, otherwise only Focus
if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
// Activate
if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
{
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
}
// Enable nav highlight
if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
}
// Process NavCancel input (to close a popup, get back to parent, clear focus)
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
static void ImGui::NavUpdateCancelRequest()
{
ImGuiContext& g = *GImGui;
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)))
return;
IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
if (g.ActiveId != 0)
{
ClearActiveID();
}
else if (g.NavLayer != ImGuiNavLayer_Main)
{
// Leave the "menu" layer
NavRestoreLayer(ImGuiNavLayer_Main);
NavRestoreHighlightAfterMove();
}
else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
{
// Exit child window
ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
ImGuiWindow* parent_window = child_window->ParentWindow;
IM_ASSERT(child_window->ChildId != 0);
FocusWindow(parent_window);
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
NavRestoreHighlightAfterMove();
}
else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
{
// Close open popup/menu
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
else
{
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
g.NavId = 0;
}
}
// Handle PageUp/PageDown/Home/End keys
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
static float ImGui::NavUpdatePageUpPageDown()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
return 0.0f;
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;
if (g.NavLayer != ImGuiNavLayer_Main)
NavRestoreLayer(ImGuiNavLayer_Main);
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
else if (end_pressed)
SetScrollY(window, window->ScrollMax.y);
}
else
{
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
if (IsKeyPressed(ImGuiKey_PageUp, true))
{
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
}
else if (IsKeyPressed(ImGuiKey_PageDown, true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
}
else if (home_pressed)
{
// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
// Preserve current horizontal position if we have any.
nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
if (nav_rect_rel.IsInverted())
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
g.NavMoveDir = ImGuiDir_Down;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
// FIXME-NAV: MoveClipDir left to _None, intentional?
}
else if (end_pressed)
{
nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
if (nav_rect_rel.IsInverted())
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
g.NavMoveDir = ImGuiDir_Up;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
// FIXME-NAV: MoveClipDir left to _None, intentional?
}
return nav_scoring_rect_offset_y;
}
return 0.0f;
}
static void ImGui::NavEndFrame()
{
ImGuiContext& g = *GImGui;
// Show CTRL+TAB list window
if (g.NavWindowingTarget != NULL)
NavUpdateWindowingOverlay();
// Perform wrap-around in menus
// FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
// FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
NavUpdateCreateWrappingRequest();
}
static void ImGui::NavUpdateCreateWrappingRequest()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
bool do_forward = false;
ImRect bb_rel = window->NavRectRel[g.NavLayer];
ImGuiDir clip_dir = g.NavMoveDir;
const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
//const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
if (move_flags & ImGuiNavMoveFlags_WrapX)
{
bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
clip_dir = ImGuiDir_Up;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
if (move_flags & ImGuiNavMoveFlags_WrapX)
{
bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
clip_dir = ImGuiDir_Down;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
if (move_flags & ImGuiNavMoveFlags_WrapY)
{
bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
clip_dir = ImGuiDir_Left;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
if (move_flags & ImGuiNavMoveFlags_WrapY)
{
bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
clip_dir = ImGuiDir_Right;
}
do_forward = true;
}
if (!do_forward)
return;
window->NavRectRel[g.NavLayer] = bb_rel;
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavClearPreferredPosForAxis(ImGuiAxis_Y);
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
}
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_UNUSED(g);
int order = window->FocusOrder;
IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
IM_ASSERT(g.WindowsFocusOrder[order] == window);
return order;
}
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
{
ImGuiContext& g = *GImGui;
for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
return g.WindowsFocusOrder[i];
return NULL;
}
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget);
if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
return;
const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
if (!window_target)
window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
if (window_target) // Don't reset windowing target if there's a single window in the list
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
}
g.NavWindowingToggleLayer = false;
}
// Windowing management mode
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
static void ImGui::NavUpdateWindowing()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* apply_focus_window = NULL;
bool apply_toggle_layer = false;
ImGuiWindow* modal_window = GetTopMostPopupModal();
bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
if (!allow_windowing)
g.NavWindowingTarget = NULL;
// Fade out
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
{
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
g.NavWindowingTargetAnim = NULL;
}
// Start CTRL+Tab or Square+L/R window selection
// (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
// Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
if (keyboard_next_window || keyboard_prev_window)
SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
}
// Gamepad update
g.NavWindowingTimer += io.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
{
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
if (focus_change_dir != 0)
{
NavUpdateWindowingHighlightWindow(focus_change_dir);
g.NavWindowingHighlightAlpha = 1.0f;
}
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
{
g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
if (g.NavWindowingToggleLayer && g.NavWindow)
apply_toggle_layer = true;
else if (!g.NavWindowingToggleLayer)
apply_focus_window = g.NavWindowingTarget;
g.NavWindowingTarget = NULL;
}
}
// Keyboard: Focus
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (keyboard_next_window || keyboard_prev_window)
NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
else if ((io.KeyMods & shared_mods) != shared_mods)
apply_focus_window = g.NavWindowingTarget;
}
// Keyboard: Press and Release ALT to toggle menu layer
const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
{
g.NavWindowingToggleLayer = true;
g.NavWindowingToggleKey = windowing_toggle_key;
g.NavInputSource = ImGuiInputSource_Keyboard;
break;
}
if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
// - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
// We cancel toggling nav layer if an owner has claimed the key.
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
g.NavWindowingToggleLayer = false;
if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false)
g.NavWindowingToggleLayer = false;
// Apply layer toggle on Alt release
// Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
apply_toggle_layer = true;
if (!IsKeyDown(g.NavWindowingToggleKey))
g.NavWindowingToggleLayer = false;
}
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 nav_move_dir;
if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
if (g.NavInputSource == ImGuiInputSource_Gamepad)
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
{
const float NAV_MOVE_SPEED = 800.0f;
const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
g.NavDisableMouseHover = true;
ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
g.NavWindowingAccumDeltaPos -= accum_floored;
}
}
}
// Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
// FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
// Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
ClearActiveID();
NavRestoreHighlightAfterMove();
ClosePopupsOverWindow(apply_focus_window, false);
FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
apply_focus_window = g.NavWindow;
if (apply_focus_window->NavLastIds[0] == 0)
NavInitWindow(apply_focus_window, false);
// If the window has ONLY a menu layer (no main layer), select it directly
// Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
// so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
// the target window as already been previewed once.
// FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
// we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
// won't be valid.
if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
g.NavLayer = ImGuiNavLayer_Menu;
// Request OS level focus
if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
}
if (apply_focus_window)
g.NavWindowingTarget = NULL;
// Apply menu/layer toggle
if (apply_toggle_layer && g.NavWindow)
{
ClearActiveID();
// Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow;
while (new_nav_window->ParentWindow
&& (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
&& (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
&& (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow;
if (new_nav_window != g.NavWindow)
{
ImGuiWindow* old_nav_window = g.NavWindow;
FocusWindow(new_nav_window);
new_nav_window->NavLastChildNavWindow = old_nav_window;
}
// Toggle layer
const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
if (new_nav_layer != g.NavLayer)
{
// Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
NavRestoreHighlightAfterMove();
}
}
}
// Window has already passed the IsWindowNavFocusable()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
if (window->DockNodeAsHost)
return "(Dock node)"; // Not normally shown to user.
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ImGui::NavUpdateWindowingOverlay()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL);
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
if (g.NavWindowingListWindow == NULL)
g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.WindowsFocusOrder[n];
IM_ASSERT(window != NULL); // Fix static analyzers
if (!IsWindowNavFocusable(window))
continue;
const char* label = window->Name;
if (label == FindRenderedTextEnd(label))
label = GetFallbackWindowNameForWindowingList(window);
Selectable(label, g.NavWindowingTarget == window);
}
End();
PopStyleVar();
}
//-----------------------------------------------------------------------------
// [SECTION] DRAG AND DROP
//-----------------------------------------------------------------------------
bool ImGui::IsDragDropActive()
{
ImGuiContext& g = *GImGui;
return g.DragDropActive;
}
void ImGui::ClearDragDrop()
{
ImGuiContext& g = *GImGui;
if (g.DragDropActive)
IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n");
g.DragDropActive = false;
g.DragDropPayload.Clear();
g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropAcceptFrameCount = -1;
g.DragDropPayloadBufHeap.clear();
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}
bool ImGui::BeginTooltipHidden()
{
ImGuiContext& g = *GImGui;
bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
return ret;
}
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
// If the item has an identifier:
// - This assume/require the item to be activated (typically via ButtonBehavior).
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
// If the item has no identifier:
// - Currently always assume left mouse button.
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
// in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
bool source_drag_active = false;
ImGuiID source_id = 0;
ImGuiID source_parent_id = 0;
if ((flags & ImGuiDragDropFlags_SourceExtern) == 0)
{
source_id = g.LastItemData.ID;
if (source_id != 0)
{
// Common path: items with ID
if (g.ActiveId != source_id)
return false;
if (g.ActiveIdMouseButton != -1)
mouse_button = g.ActiveIdMouseButton;
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
return false;
g.ActiveIdAllowOverlap = false;
}
else
{
// Uncommon path: items without ID
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
return false;
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
return false;
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
{
IM_ASSERT(0);
return false;
}
// Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
// Rely on keeping other window->LastItemXXX fields intact.
source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
KeepAliveID(source_id);
bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
if (is_hovered && g.IO.MouseClicked[mouse_button])
{
SetActiveID(source_id, window);
FocusWindow(window);
}
if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
g.ActiveIdAllowOverlap = is_hovered;
}
if (g.ActiveId != source_id)
return false;
source_parent_id = window->IDStack.back();
source_drag_active = IsMouseDragging(mouse_button);
// Disable navigation and key inputs while dragging + cancel existing request if any
SetActiveIdUsingAllKeyboardKeys();
}
else
{
window = NULL;
source_id = ImHashStr("#SourceExtern");
source_drag_active = true;
}
IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
if (!source_drag_active)
return false;
// Activate drag and drop
if (!g.DragDropActive)
{
IM_ASSERT(source_id != 0);
ClearDragDrop();
IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = %08X\n", source_id);
ImGuiPayload& payload = g.DragDropPayload;
payload.SourceId = source_id;
payload.SourceParentId = source_parent_id;
g.DragDropActive = true;
g.DragDropSourceFlags = flags;
g.DragDropMouseButton = mouse_button;
if (payload.SourceId == g.ActiveId)
g.ActiveIdNoClearOnFocusLoss = true;
}
g.DragDropSourceFrameCount = g.FrameCount;
g.DragDropWithinSource = true;
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
bool ret;
if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
ret = BeginTooltipHidden();
else
ret = BeginTooltip();
IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
IM_UNUSED(ret);
}
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
return true;
}
void ImGui::EndDragDropSource()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
EndTooltip();
// Discard the drag if have not called SetDragDropPayload()
if (g.DragDropPayload.DataFrameCount == -1)
ClearDragDrop();
g.DragDropWithinSource = false;
}
// Use 'cond' to choose to submit payload on drag start or every frame
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
ImGuiPayload& payload = g.DragDropPayload;
if (cond == 0)
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
{
// Copy payload
ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
g.DragDropPayloadBufHeap.resize(0);
if (data_size > sizeof(g.DragDropPayloadBufLocal))
{
// Store in heap
g.DragDropPayloadBufHeap.resize((int)data_size);
payload.Data = g.DragDropPayloadBufHeap.Data;
memcpy(payload.Data, data, data_size);
}
else if (data_size > 0)
{
// Store locally
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
payload.Data = g.DragDropPayloadBufLocal;
memcpy(payload.Data, data, data_size);
}
else
{
payload.Data = NULL;
}
payload.DataSize = (int)data_size;
}
payload.DataFrameCount = g.FrameCount;
// Return whether the payload has been accepted
return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
}
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (!g.DragDropActive)
return false;
ImGuiWindow* window = g.CurrentWindow;
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
return false;
IM_ASSERT(id != 0);
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
return false;
if (window->SkipItems)
return false;
IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
g.DragDropTargetRect = bb;
g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
g.DragDropTargetId = id;
g.DragDropWithinTarget = true;
return true;
}
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
bool ImGui::BeginDragDropTarget()
{
ImGuiContext& g = *GImGui;
if (!g.DragDropActive)
return false;
ImGuiWindow* window = g.CurrentWindow;
if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
return false;
const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
ImGuiID id = g.LastItemData.ID;
if (id == 0)
{
id = window->GetIDFromRectangle(display_rect);
KeepAliveID(id);
}
if (g.DragDropPayload.SourceId == id)
return false;
IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
g.DragDropTargetRect = display_rect;
g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
g.DragDropTargetId = id;
g.DragDropWithinTarget = true;
return true;
}
bool ImGui::IsDragDropPayloadBeingAccepted()
{
ImGuiContext& g = *GImGui;
return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
}
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiPayload& payload = g.DragDropPayload;
IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
if (type != NULL && !payload.IsDataType(type))
return NULL;
// Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
ImRect r = g.DragDropTargetRect;
float r_surface = r.GetWidth() * r.GetHeight();
if (r_surface > g.DragDropAcceptIdCurrRectSurface)
return NULL;
g.DragDropAcceptFlags = flags;
g.DragDropAcceptIdCurr = g.DragDropTargetId;
g.DragDropAcceptIdCurrRectSurface = r_surface;
//IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
// Render default drop visuals
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
g.DragDropAcceptFrameCount = g.FrameCount;
payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
return NULL;
//IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
return &payload;
}
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImRect bb_display = bb;
bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
bb_display.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)
window->DrawList->PushClipRectFullScreen();
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
if (push_clip_rect)
window->DrawList->PopClipRect();
}
const ImGuiPayload* ImGui::GetDragDropPayload()
{
ImGuiContext& g = *GImGui;
return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
}
void ImGui::EndDragDropTarget()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
IM_ASSERT(g.DragDropWithinTarget);
g.DragDropWithinTarget = false;
// Clear drag and drop state payload right after delivery
if (g.DragDropPayload.Delivery)
ClearDragDrop();
}
//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
// All text output from the interface can be captured into tty/file/clipboard.
// By default, tree nodes are automatically opened during logging.
//-----------------------------------------------------------------------------
// Pass text data straight to log (without being displayed)
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
{
if (g.LogFile)
{
g.LogBuffer.Buf.resize(0);
g.LogBuffer.appendfv(fmt, args);
ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
}
else
{
g.LogBuffer.appendfv(fmt, args);
}
}
void ImGui::LogText(const char* fmt, ...)
{
ImGuiContext& g = *GImGui;
if (!g.LogEnabled)
return;
va_list args;
va_start(args, fmt);
LogTextV(g, fmt, args);
va_end(args);
}
void ImGui::LogTextV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
if (!g.LogEnabled)
return;
LogTextV(g, fmt, args);
}
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
// We split text into individual lines to add current tree level padding
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const char* prefix = g.LogNextPrefix;
const char* suffix = g.LogNextSuffix;
g.LogNextPrefix = g.LogNextSuffix = NULL;
if (!text_end)
text_end = FindRenderedTextEnd(text, text_end);
const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
if (ref_pos)
g.LogLinePosY = ref_pos->y;
if (log_new_line)
{
LogText(IM_NEWLINE);
g.LogLineFirstItem = true;
}
if (prefix)
LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
// Re-adjust padding if we have popped out of our starting depth
if (g.LogDepthRef > window->DC.TreeDepth)
g.LogDepthRef = window->DC.TreeDepth;
const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
const char* text_remaining = text;
for (;;)
{
// Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
// We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
const char* line_start = text_remaining;
const char* line_end = ImStreolRange(line_start, text_end);
const bool is_last_line = (line_end == text_end);
if (line_start != line_end || !is_last_line)
{
const int line_length = (int)(line_end - line_start);
const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
LogText("%*s%.*s", indentation, "", line_length, line_start);
g.LogLineFirstItem = false;
if (*line_end == '\n')
{
LogText(IM_NEWLINE);
g.LogLineFirstItem = true;
}
}
if (is_last_line)
break;
text_remaining = line_end + 1;
}
if (suffix)
LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
}
// Start logging/capturing text output
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.LogEnabled == false);
IM_ASSERT(g.LogFile == NULL);
IM_ASSERT(g.LogBuffer.empty());
g.LogEnabled = g.ItemUnclipByLog = true;
g.LogType = type;
g.LogNextPrefix = g.LogNextSuffix = NULL;
g.LogDepthRef = window->DC.TreeDepth;
g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
g.LogLinePosY = FLT_MAX;
g.LogLineFirstItem = true;
}
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
{
ImGuiContext& g = *GImGui;
g.LogNextPrefix = prefix;
g.LogNextSuffix = suffix;
}
void ImGui::LogToTTY(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
IM_UNUSED(auto_open_depth);
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
LogBegin(ImGuiLogType_TTY, auto_open_depth);
g.LogFile = stdout;
#endif
}
// Start logging/capturing text output to given file
void ImGui::LogToFile(int auto_open_depth, const char* filename)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
// FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
// be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
// By opening the file in binary mode "ab" we have consistent output everywhere.
if (!filename)
filename = g.IO.LogFilename;
if (!filename || !filename[0])
return;
ImFileHandle f = ImFileOpen(filename, "ab");
if (!f)
{
IM_ASSERT(0);
return;
}
LogBegin(ImGuiLogType_File, auto_open_depth);
g.LogFile = f;
}
// Start logging/capturing text output to clipboard
void ImGui::LogToClipboard(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
}
void ImGui::LogToBuffer(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
LogBegin(ImGuiLogType_Buffer, auto_open_depth);
}
void ImGui::LogFinish()
{
ImGuiContext& g = *GImGui;
if (!g.LogEnabled)
return;
LogText(IM_NEWLINE);
switch (g.LogType)
{
case ImGuiLogType_TTY:
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
fflush(g.LogFile);
#endif
break;
case ImGuiLogType_File:
ImFileClose(g.LogFile);
break;
case ImGuiLogType_Buffer:
break;
case ImGuiLogType_Clipboard:
if (!g.LogBuffer.empty())
SetClipboardText(g.LogBuffer.begin());
break;
case ImGuiLogType_None:
IM_ASSERT(0);
break;
}
g.LogEnabled = g.ItemUnclipByLog = false;
g.LogType = ImGuiLogType_None;
g.LogFile = NULL;
g.LogBuffer.clear();
}
// Helper to display logging buttons
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
void ImGui::LogButtons()
{
ImGuiContext& g = *GImGui;
PushID("LogButtons");
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
const bool log_to_tty = Button("Log To TTY"); SameLine();
#else
const bool log_to_tty = false;
#endif
const bool log_to_file = Button("Log To File"); SameLine();
const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
PushTabStop(false);
SetNextItemWidth(80.0f);
SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
PopTabStop();
PopID();
// Start logging at the end of the function so that the buttons don't appear in the log
if (log_to_tty)
LogToTTY();
if (log_to_file)
LogToFile();
if (log_to_clipboard)
LogToClipboard();
}
//-----------------------------------------------------------------------------
// [SECTION] SETTINGS
//-----------------------------------------------------------------------------
// - UpdateSettings() [Internal]
// - MarkIniSettingsDirty() [Internal]
// - FindSettingsHandler() [Internal]
// - ClearIniSettings() [Internal]
// - LoadIniSettingsFromDisk()
// - LoadIniSettingsFromMemory()
// - SaveIniSettingsToDisk()
// - SaveIniSettingsToMemory()
//-----------------------------------------------------------------------------
// - CreateNewWindowSettings() [Internal]
// - FindWindowSettingsByID() [Internal]
// - FindWindowSettingsByWindow() [Internal]
// - ClearWindowSettings() [Internal]
// - WindowSettingsHandler_***() [Internal]
//-----------------------------------------------------------------------------
// Called by NewFrame()
void ImGui::UpdateSettings()
{
// Load settings on first frame (if not explicitly loaded manually before)
ImGuiContext& g = *GImGui;
if (!g.SettingsLoaded)
{
IM_ASSERT(g.SettingsWindows.empty());
if (g.IO.IniFilename)
LoadIniSettingsFromDisk(g.IO.IniFilename);
g.SettingsLoaded = true;
}
// Save settings (with a delay after the last modification, so we don't spam disk too much)
if (g.SettingsDirtyTimer > 0.0f)
{
g.SettingsDirtyTimer -= g.IO.DeltaTime;
if (g.SettingsDirtyTimer <= 0.0f)
{
if (g.IO.IniFilename != NULL)
SaveIniSettingsToDisk(g.IO.IniFilename);
else
g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
g.SettingsDirtyTimer = 0.0f;
}
}
}
void ImGui::MarkIniSettingsDirty()
{
ImGuiContext& g = *GImGui;
if (g.SettingsDirtyTimer <= 0.0f)
g.SettingsDirtyTimer = g.IO.IniSavingRate;
}
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
if (g.SettingsDirtyTimer <= 0.0f)
g.SettingsDirtyTimer = g.IO.IniSavingRate;
}
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
g.SettingsHandlers.push_back(*handler);
}
void ImGui::RemoveSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
g.SettingsHandlers.erase(handler);
}
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
const ImGuiID type_hash = ImHashStr(type_name);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.TypeHash == type_hash)
return &handler;
return NULL;
}
// Clear all settings (windows, tables, docking etc.)
void ImGui::ClearIniSettings()
{
ImGuiContext& g = *GImGui;
g.SettingsIniData.clear();
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ClearAllFn != NULL)
handler.ClearAllFn(&g, &handler);
}
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
{
size_t file_data_size = 0;
char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
if (!file_data)
return;
if (file_data_size > 0)
LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
IM_FREE(file_data);
}
// Zero-tolerance, no error reporting, cheap .ini parsing
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.Initialized);
//IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
//IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
// For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
// For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
if (ini_size == 0)
ini_size = strlen(ini_data);
g.SettingsIniData.Buf.resize((int)ini_size + 1);
char* const buf = g.SettingsIniData.Buf.Data;
char* const buf_end = buf + ini_size;
memcpy(buf, ini_data, ini_size);
buf_end[0] = 0;
// Call pre-read handlers
// Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ReadInitFn != NULL)
handler.ReadInitFn(&g, &handler);
void* entry_data = NULL;
ImGuiSettingsHandler* entry_handler = NULL;
char* line_end = NULL;
for (char* line = buf; line < buf_end; line = line_end + 1)
{
// Skip new lines markers, then find end of the line
while (*line == '\n' || *line == '\r')
line++;
line_end = line;
while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
line_end++;
line_end[0] = 0;
if (line[0] == ';')
continue;
if (line[0] == '[' && line_end > line && line_end[-1] == ']')
{
// Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
line_end[-1] = 0;
const char* name_end = line_end - 1;
const char* type_start = line + 1;
char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
if (!type_end || !name_start)
continue;
*type_end = 0; // Overwrite first ']'
name_start++; // Skip second '['
entry_handler = FindSettingsHandler(type_start);
entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
}
else if (entry_handler != NULL && entry_data != NULL)
{
// Let type handler parse the line
entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
}
}
g.SettingsLoaded = true;
// [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
memcpy(buf, ini_data, ini_size);
// Call post-read handlers
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
if (handler.ApplyAllFn != NULL)
handler.ApplyAllFn(&g, &handler);
}
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
{
ImGuiContext& g = *GImGui;
g.SettingsDirtyTimer = 0.0f;
if (!ini_filename)
return;
size_t ini_data_size = 0;
const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
ImFileHandle f = ImFileOpen(ini_filename, "wt");
if (!f)
return;
ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
ImFileClose(f);
}
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
{
ImGuiContext& g = *GImGui;
g.SettingsDirtyTimer = 0.0f;
g.SettingsIniData.Buf.resize(0);
g.SettingsIniData.Buf.push_back(0);
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
if (out_size)
*out_size = (size_t)g.SettingsIniData.size();
return g.SettingsIniData.c_str();
}
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
{
ImGuiContext& g = *GImGui;
if (g.IO.ConfigDebugIniSettings == false)
{
// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
// Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
if (const char* p = strstr(name, "###"))
name = p;
}
const size_t name_len = strlen(name);
// Allocate chunk
const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
settings->ID = ImHashStr(name, name_len);
memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
return settings;
}
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
// This is called once per window .ini entry + once per newly instantiated window.
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->ID == id && !settings->WantDelete)
return settings;
return NULL;
}
// This is faster if you are holding on a Window already as we don't need to perform a search.
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->SettingsOffset != -1)
return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
return FindWindowSettingsByID(window->ID);
}
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
void ImGui::ClearWindowSettings(const char* name)
{
//IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
ImGuiContext& g = *GImGui;
ImGuiWindow* window = FindWindowByName(name);
if (window != NULL)
{
window->Flags |= ImGuiWindowFlags_NoSavedSettings;
InitOrLoadWindowSettings(window, NULL);
if (window->DockId != 0)
DockContextProcessUndockWindow(&g, window, true);
}
if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
settings->WantDelete = true;
}
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (ImGuiWindow* window : g.Windows)
window->SettingsOffset = -1;
g.SettingsWindows.clear();
}
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
ImGuiID id = ImHashStr(name);
ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
if (settings)
*settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
else
settings = ImGui::CreateNewWindowSettings(name);
settings->ID = id;
settings->WantApply = true;
return (void*)settings;
}
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
{
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
int x, y;
int i;
ImU32 u1;
if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; }
else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); }
else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; }
else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; }
else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; }
}
// Apply to existing windows (if any)
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiContext& g = *ctx;
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->WantApply)
{
if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
ApplyWindowSettings(window, settings);
settings->WantApply = false;
}
}
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
// Gather data from windows that were active during this session
// (if a window wasn't opened in this session we preserve its settings)
ImGuiContext& g = *ctx;
for (ImGuiWindow* window : g.Windows)
{
if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
continue;
ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
if (!settings)
{
settings = ImGui::CreateNewWindowSettings(window->Name);
window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
}
IM_ASSERT(settings->ID == window->ID);
settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
settings->Size = ImVec2ih(window->SizeFull);
settings->ViewportId = window->ViewportId;
settings->ViewportPos = ImVec2ih(window->ViewportPos);
IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
settings->DockId = window->DockId;
settings->ClassId = window->WindowClass.ClassId;
settings->DockOrder = window->DockOrder;
settings->Collapsed = window->Collapsed;
settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
settings->WantDelete = false;
}
// Write to text buffer
buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
{
if (settings->WantDelete)
continue;
const char* settings_name = settings->GetName();
buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
if (settings->IsChild)
{
buf->appendf("IsChild=1\n");
buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
}
else
{
if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
{
buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
}
if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
if (settings->Size.x != 0 || settings->Size.y != 0)
buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
buf->appendf("Collapsed=%d\n", settings->Collapsed);
if (settings->DockId != 0)
{
//buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
if (settings->DockOrder == -1)
buf->appendf("DockId=0x%08X\n", settings->DockId);
else
buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
if (settings->ClassId != 0)
buf->appendf("ClassId=0x%08X\n", settings->ClassId);
}
}
buf->append("\n");
}
}
//-----------------------------------------------------------------------------
// [SECTION] LOCALIZATION
//-----------------------------------------------------------------------------
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < count; n++)
g.LocalizationTable[entries[n].Key] = entries[n].Text;
}
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
// - GetMainViewport()
// - FindViewportByID()
// - FindViewportByPlatformHandle()
// - SetCurrentViewport() [Internal]
// - SetWindowViewport() [Internal]
// - GetWindowAlwaysWantOwnViewport() [Internal]
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
// - TranslateWindowsInViewport() [Internal]
// - ScaleWindowsInViewport() [Internal]
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
// - UpdateViewportsNewFrame() [Internal]
// - UpdateViewportsEndFrame() [Internal]
// - AddUpdateViewport() [Internal]
// - WindowSelectViewport() [Internal]
// - WindowSyncOwnedViewport() [Internal]
// - UpdatePlatformWindows()
// - RenderPlatformWindowsDefault()
// - FindPlatformMonitorForPos() [Internal]
// - FindPlatformMonitorForRect() [Internal]
// - UpdateViewportPlatformMonitor() [Internal]
// - DestroyPlatformWindow() [Internal]
// - DestroyPlatformWindows()
//-----------------------------------------------------------------------------
ImGuiViewport* ImGui::GetMainViewport()
{
ImGuiContext& g = *GImGui;
return g.Viewports[0];
}
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
for (ImGuiViewportP* viewport : g.Viewports)
if (viewport->ID == id)
return viewport;
return NULL;
}
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
{
ImGuiContext& g = *GImGui;
for (ImGuiViewportP* viewport : g.Viewports)
if (viewport->PlatformHandle == platform_handle)
return viewport;
return NULL;
}
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
(void)current_window;
if (viewport)
viewport->LastFrameActive = g.FrameCount;
if (g.CurrentViewport == viewport)
return;
g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
g.CurrentViewport = viewport;
//IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
// Notify platform layer of viewport changes
// FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
}
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
{
// Abandon viewport
if (window->ViewportOwned && window->Viewport->Window == window)
window->Viewport->Size = ImVec2(0.0f, 0.0f);
window->Viewport = viewport;
window->ViewportId = viewport->ID;
window->ViewportOwned = (viewport->Window == window);
}
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
{
// Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
ImGuiContext& g = *GImGui;
if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
if (!window->DockIsActive)
if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
return true;
return false;
}
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
if (window->Viewport == viewport)
return false;
if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
return false;
if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
return false;
if (!viewport->GetMainRect().Contains(window->Rect()))
return false;
if (GetWindowAlwaysWantOwnViewport(window))
return false;
// FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
for (ImGuiWindow* window_behind : g.Windows)
{
if (window_behind == window)
break;
if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
return false;
}
// Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
ImGuiViewportP* old_viewport = window->Viewport;
if (window->ViewportOwned)
for (int n = 0; n < g.Windows.Size; n++)
if (g.Windows[n]->Viewport == old_viewport)
SetWindowViewport(g.Windows[n], viewport);
SetWindowViewport(window, viewport);
BringWindowToDisplayFront(window);
return true;
}
// FIXME: handle 0 to N host viewports
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
}
// Translate Dear ImGui windows when a Host Viewport has been moved
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
// 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
// translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
// 2) If it's not going to fit into the new size, keep it at same absolute position.
// One problem with this is that most Win32 applications doesn't update their render while dragging,
// and so the window will appear to teleport when releasing the mouse.
const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
ImVec2 delta_pos = new_pos - old_pos;
for (ImGuiWindow* window : g.Windows) // FIXME-OPT
if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
TranslateWindow(window, delta_pos);
}
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
{
ImGuiContext& g = *GImGui;
if (viewport->Window)
{
ScaleWindow(viewport->Window, scale);
}
else
{
for (ImGuiWindow* window : g.Windows)
if (window->Viewport == viewport)
ScaleWindow(window, scale);
}
}
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
// B) It requires Platform_GetWindowFocus to be implemented by backend.
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* best_candidate = NULL;
for (ImGuiViewportP* viewport : g.Viewports)
if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
best_candidate = viewport;
return best_candidate;
}
// Update viewports and monitor infos
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
static void ImGui::UpdateViewportsNewFrame()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
// Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
// Update Focused status
const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
if (viewports_enabled)
{
ImGuiViewportP* focused_viewport = NULL;
for (ImGuiViewportP* viewport : g.Viewports)
{
const bool platform_funcs_available = viewport->PlatformWindowCreated;
if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
{
bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
if (is_minimized)
viewport->Flags |= ImGuiViewportFlags_IsMinimized;
else
viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
}
// Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
// When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
{
bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
if (is_focused)
viewport->Flags |= ImGuiViewportFlags_IsFocused;
else
viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
if (is_focused)
focused_viewport = viewport;
}
}
// Focused viewport has changed?
if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
{
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
// Store a tag so we can infer z-order easily from all our windows
// We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
// will keep the front most stamp instead of losing it back to their parent viewport.
if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
g.PlatformLastFocusedViewportId = focused_viewport->ID;
// Focus associated dear imgui window
// - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
// - if focus didn't happen because we destroyed another window (#6462)
// FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
if (apply_imgui_focus_on_focused_viewport)
{
focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
if (focused_viewport->Window != NULL)
FocusWindow(focused_viewport->Window, focus_request_flags);
else if (focused_viewport->LastFocusedHadNavWindow)
FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
else
FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
}
}
if (focused_viewport)
focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
}
// Create/update main viewport with current platform position.
// FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
ImGuiViewportP* main_viewport = g.Viewports[0];
IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
IM_ASSERT(main_viewport->Window == NULL);
ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
ImVec2 main_viewport_size = g.IO.DisplaySize;
if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
{
main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
main_viewport_size = main_viewport->Size;
}
AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
g.CurrentDpiScale = 0.0f;
g.CurrentViewport = NULL;
g.MouseViewport = NULL;
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
viewport->Idx = n;
// Erase unused viewports
if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
{
DestroyViewport(viewport);
n--;
continue;
}
const bool platform_funcs_available = viewport->PlatformWindowCreated;
if (viewports_enabled)
{
// Update Position and Size (from Platform Window to ImGui) if requested.
// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
{
// Viewport->WorkPos and WorkSize will be updated below
if (viewport->PlatformRequestMove)
viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
if (viewport->PlatformRequestResize)
viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
}
}
// Update/copy monitor info
UpdateViewportPlatformMonitor(viewport);
// Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
viewport->UpdateWorkRect();
// Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
viewport->Alpha = 1.0f;
// Translate Dear ImGui windows when a Host Viewport has been moved
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
// Update DPI scale
float new_dpi_scale;
if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
else if (viewport->PlatformMonitor != -1)
new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
else
new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
{
float scale_factor = new_dpi_scale / viewport->DpiScale;
if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
ScaleWindowsInViewport(viewport, scale_factor);
//if (viewport == GetMainViewport())
// g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
// Scale our window moving pivot so that the window will rescale roughly around the mouse position.
// FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
// (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
//if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
// g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
}
viewport->DpiScale = new_dpi_scale;
}
// Update fallback monitor
g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
if (g.PlatformIO.Monitors.Size == 0)
{
ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
monitor->MainPos = main_viewport->Pos;
monitor->MainSize = main_viewport->Size;
monitor->WorkPos = main_viewport->WorkPos;
monitor->WorkSize = main_viewport->WorkSize;
monitor->DpiScale = main_viewport->DpiScale;
g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos);
g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize);
}
for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
{
g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos);
g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize);
}
if (!viewports_enabled)
{
g.MouseViewport = main_viewport;
return;
}
// Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
// Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
ImGuiViewportP* viewport_hovered = NULL;
if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
}
else
{
// If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
// A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
// B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
// C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
}
if (viewport_hovered != NULL)
g.MouseLastHoveredViewport = viewport_hovered;
else if (g.MouseLastHoveredViewport == NULL)
g.MouseLastHoveredViewport = g.Viewports[0];
// Update mouse reference viewport
// (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
// (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
if (g.MovingWindow && g.MovingWindow->Viewport)
g.MouseViewport = g.MovingWindow->Viewport;
else
g.MouseViewport = g.MouseLastHoveredViewport;
// When dragging something, always refer to the last hovered viewport.
// - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
// - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
// - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
// FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
viewport_hovered = g.MouseLastHoveredViewport;
if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
g.MouseViewport = viewport_hovered;
IM_ASSERT(g.MouseViewport != NULL);
}
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
static void ImGui::UpdateViewportsEndFrame()
{
ImGuiContext& g = *GImGui;
g.PlatformIO.Viewports.resize(0);
for (int i = 0; i < g.Viewports.Size; i++)
{
ImGuiViewportP* viewport = g.Viewports[i];
viewport->LastPos = viewport->Pos;
if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
if (i > 0) // Always include main viewport in the list
continue;
if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
continue;
if (i > 0)
IM_ASSERT(viewport->Window != NULL);
g.PlatformIO.Viewports.push_back(viewport);
}
g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
}
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
flags |= ImGuiViewportFlags_IsPlatformWindow;
if (window != NULL)
{
if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
flags |= ImGuiViewportFlags_NoInputs;
if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
flags |= ImGuiViewportFlags_NoFocusOnAppearing;
}
ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
if (viewport)
{
// Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
viewport->Pos = pos;
if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
viewport->Size = size;
viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
}
else
{
// New viewport
viewport = IM_NEW(ImGuiViewportP)();
viewport->ID = id;
viewport->Idx = g.Viewports.Size;
viewport->Pos = viewport->LastPos = pos;
viewport->Size = size;
viewport->Flags = flags;
UpdateViewportPlatformMonitor(viewport);
g.Viewports.push_back(viewport);
g.ViewportCreatedCount++;
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
// We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
// We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
// Store initial DpiScale before the OS platform window creation, based on expected monitor data.
// This is so we can select an appropriate font size on the first frame of our window lifetime
if (viewport->PlatformMonitor != -1)
viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
}
viewport->Window = window;
viewport->LastFrameActive = g.FrameCount;
viewport->UpdateWorkRect();
IM_ASSERT(window == NULL || viewport->ID == window->ID);
if (window != NULL)
window->ViewportOwned = true;
return viewport;
}
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
{
// Clear references to this viewport in windows (window->ViewportId becomes the master data)
ImGuiContext& g = *GImGui;
for (ImGuiWindow* window : g.Windows)
{
if (window->Viewport != viewport)
continue;
window->Viewport = NULL;
window->ViewportOwned = false;
}
if (viewport == g.MouseLastHoveredViewport)
g.MouseLastHoveredViewport = NULL;
// Destroy
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
g.Viewports.erase(g.Viewports.Data + viewport->Idx);
IM_DELETE(viewport);
}
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
window->ViewportAllowPlatformMonitorExtend = -1;
// Restore main viewport if multi-viewport is not supported by the backend
ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
{
SetWindowViewport(window, main_viewport);
return;
}
window->ViewportOwned = false;
// Appearing popups reset their viewport so they can inherit again
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
{
window->Viewport = NULL;
window->ViewportId = 0;
}
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
{
// By default inherit from parent window
if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
window->Viewport = window->ParentWindow->Viewport;
// Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
if (window->Viewport == NULL && window->ViewportId != 0)
{
window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
}
}
bool lock_viewport = false;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
{
// Code explicitly request a viewport
window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
{
window->Viewport->Window = window;
window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
}
lock_viewport = true;
}
else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
{
// Always inherit viewport from parent window
if (window->DockNode && window->DockNode->HostWindow)
IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
window->Viewport = window->ParentWindow->Viewport;
}
else if (window->DockNode && window->DockNode->HostWindow)
{
// This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
window->Viewport = window->DockNode->HostWindow->Viewport;
}
else if (flags & ImGuiWindowFlags_Tooltip)
{
window->Viewport = g.MouseViewport;
}
else if (GetWindowAlwaysWantOwnViewport(window))
{
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
}
else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
{
if (window->Viewport != NULL && window->Viewport->Window == window)
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
}
else
{
// Merge into host viewport?
// We cannot test window->ViewportOwned as it set lower in the function.
// Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
if (try_to_merge_into_host_viewport)
UpdateTryMergeWindowIntoHostViewports(window);
}
// Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
if (window->Viewport == NULL)
if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
// Mark window as allowed to protrude outside of its viewport and into the current monitor
if (!lock_viewport)
{
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
{
// We need to take account of the possibility that mouse may become invalid.
// Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
bool mouse_valid = IsMousePosValid(&mouse_ref);
if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
else
window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
}
else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
{
// When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
{
// Steal/transfer ownership
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
window->Viewport->Window = window;
window->Viewport->ID = window->ID;
window->Viewport->LastNameHash = 0;
}
else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
{
// New viewport
window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
}
}
else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
{
// Regular (non-child, non-popup) windows by default are also allowed to protrude
// Child windows are kept contained within their parent.
window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
}
}
// Update flags
window->ViewportOwned = (window == window->Viewport->Window);
window->ViewportId = window->Viewport->ID;
// If the OS window has a title bar, hide our imgui title bar
//if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
// window->Flags |= ImGuiWindowFlags_NoTitleBar;
}
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
{
ImGuiContext& g = *GImGui;
bool viewport_rect_changed = false;
// Synchronize window --> viewport in most situations
// Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
if (window->Viewport->PlatformRequestMove)
{
window->Pos = window->Viewport->Pos;
MarkIniSettingsDirty(window);
}
else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
{
viewport_rect_changed = true;
window->Viewport->Pos = window->Pos;
}
if (window->Viewport->PlatformRequestResize)
{
window->Size = window->SizeFull = window->Viewport->Size;
MarkIniSettingsDirty(window);
}
else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
{
viewport_rect_changed = true;
window->Viewport->Size = window->Size;
}
window->Viewport->UpdateWorkRect();
// The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
// Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
if (viewport_rect_changed)
UpdateViewportPlatformMonitor(window->Viewport);
// Update common viewport flags
const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
ImGuiWindowFlags window_flags = window->Flags;
const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
if (window_flags & ImGuiWindowFlags_Tooltip)
viewport_flags |= ImGuiViewportFlags_TopMost;
if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
viewport_flags |= ImGuiViewportFlags_NoDecoration;
// Not correct to set modal as topmost because:
// - Because other popups can be stacked above a modal (e.g. combo box in a modal)
// - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
//if (flags & ImGuiWindowFlags_Modal)
// viewport_flags |= ImGuiViewportFlags_TopMost;
// For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
// won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
// Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
// but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
if (is_short_lived_floating_window && !is_modal)
viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
// We can overwrite viewport flags using ImGuiWindowClass (advanced users)
if (window->WindowClass.ViewportFlagsOverrideSet)
viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
if (window->WindowClass.ViewportFlagsOverrideClear)
viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
// We can also tell the backend that clearing the platform window won't be necessary,
// as our window background is filling the viewport and we have disabled BgAlpha.
// FIXME: Work on support for per-viewport transparency (#2766)
if (!(window_flags & ImGuiWindowFlags_NoBackground))
viewport_flags |= ImGuiViewportFlags_NoRendererClear;
window->Viewport->Flags = viewport_flags;
// Update parent viewport ID
// (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
else
window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
}
// Called by user at the end of the main loop, after EndFrame()
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
void ImGui::UpdatePlatformWindows()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
g.FrameCountPlatformEnded = g.FrameCount;
if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
return;
// Create/resize/destroy platform windows to match each active viewport.
// Skip the main viewport (index 0), which is always fully handled by the application!
for (int i = 1; i < g.Viewports.Size; i++)
{
ImGuiViewportP* viewport = g.Viewports[i];
// Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
// (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
bool destroy_platform_window = false;
destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
if (destroy_platform_window)
{
DestroyPlatformWindow(viewport);
continue;
}
// New windows that appears directly in a new viewport won't always have a size on their first frame
if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
continue;
// Create window
const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
if (is_new_platform_window)
{
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
g.PlatformIO.Platform_CreateWindow(viewport);
if (g.PlatformIO.Renderer_CreateWindow != NULL)
g.PlatformIO.Renderer_CreateWindow(viewport);
g.PlatformWindowsCreatedCount++;
viewport->LastNameHash = 0;
viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
viewport->PlatformWindowCreated = true;
}
// Apply Position and Size (from ImGui to Platform/Renderer backends)
if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
viewport->LastPlatformPos = viewport->Pos;
viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
// Update title bar (if it changed)
if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
{
const char* title_begin = window_for_title->Name;
char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
if (viewport->LastNameHash != title_hash)
{
char title_end_backup_c = *title_end;
*title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
*title_end = title_end_backup_c;
viewport->LastNameHash = title_hash;
}
}
// Update alpha (if it changed)
if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
viewport->LastAlpha = viewport->Alpha;
// Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
if (g.PlatformIO.Platform_UpdateWindow)
g.PlatformIO.Platform_UpdateWindow(viewport);
if (is_new_platform_window)
{
// On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
if (g.FrameCount < 3)
viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
// Show window
g.PlatformIO.Platform_ShowWindow(viewport);
// Even without focus, we assume the window becomes front-most.
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
}
// Clear request flags
viewport->ClearRequestFlags();
}
}
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
//
// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
// MyRenderFunction(platform_io.Viewports[i], my_args);
// for (int i = 1; i < platform_io.Viewports.Size; i++)
// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
// MySwapBufferFunction(platform_io.Viewports[i], my_args);
//
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{
// Skip the main viewport (index 0), which is always fully handled by the application!
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
continue;
if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
}
for (int i = 1; i < platform_io.Viewports.Size; i++)
{
ImGuiViewport* viewport = platform_io.Viewports[i];
if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
continue;
if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
}
}
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
{
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
return monitor_n;
}
return -1;
}
// Search for the monitor with the largest intersection area with the given rectangle
// We generally try to avoid searching loops but the monitor count should be very small here
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
{
ImGuiContext& g = *GImGui;
const int monitor_count = g.PlatformIO.Monitors.Size;
if (monitor_count <= 1)
return monitor_count - 1;
// Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
// This is necessary for tooltips which always resize down to zero at first.
const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
int best_monitor_n = -1;
float best_monitor_surface = 0.001f;
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
{
const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
if (monitor_rect.Contains(rect))
return monitor_n;
ImRect overlapping_rect = rect;
overlapping_rect.ClipWithFull(monitor_rect);
float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
if (overlapping_surface < best_monitor_surface)
continue;
best_monitor_surface = overlapping_surface;
best_monitor_n = monitor_n;
}
return best_monitor_n;
}
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
{
viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
}
// Return value is always != NULL, but don't hold on it across frames.
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
int monitor_idx = viewport->PlatformMonitor;
if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
return &g.PlatformIO.Monitors[monitor_idx];
return &g.FallbackMonitor;
}
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
if (viewport->PlatformWindowCreated)
{
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
if (g.PlatformIO.Renderer_DestroyWindow)
g.PlatformIO.Renderer_DestroyWindow(viewport);
if (g.PlatformIO.Platform_DestroyWindow)
g.PlatformIO.Platform_DestroyWindow(viewport);
IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
// Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
// The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
viewport->PlatformWindowCreated = false;
}
else
{
IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
}
viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
viewport->ClearRequestFlags();
}
void ImGui::DestroyPlatformWindows()
{
// We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
// to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
// It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
// code to operator a consistent manner.
// It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
// crashing if it doesn't have data stored.
ImGuiContext& g = *GImGui;
for (ImGuiViewportP* viewport : g.Viewports)
DestroyPlatformWindow(viewport);
}
//-----------------------------------------------------------------------------
// [SECTION] DOCKING
//-----------------------------------------------------------------------------
// Docking: Internal Types
// Docking: Forward Declarations
// Docking: ImGuiDockContext
// Docking: ImGuiDockContext Docking/Undocking functions
// Docking: ImGuiDockNode
// Docking: ImGuiDockNode Tree manipulation functions
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
// Docking: Builder Functions
// Docking: Begin/End Support Functions (called from Begin/End)
// Docking: Settings
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Typical Docking call flow: (root level is generally public API):
//-----------------------------------------------------------------------------
// - NewFrame() new dear imgui frame
// | DockContextNewFrameUpdateUndocking() - process queued undocking requests
// | - DockContextProcessUndockWindow() - process one window undocking request
// | - DockContextProcessUndockNode() - process one whole node undocking request
// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes
// | - update g.HoveredDockNode - [debug] update node hovered by mouse
// | - DockContextProcessDock() - process one docking request
// | - DockNodeUpdate()
// | - DockNodeUpdateForRootNode()
// | - DockNodeUpdateFlagsAndCollapse()
// | - DockNodeFindInfo()
// | - destroy unused node or tab bar
// | - create dock node host window
// | - Begin() etc.
// | - DockNodeStartMouseMovingWindow()
// | - DockNodeTreeUpdatePosSize()
// | - DockNodeTreeUpdateSplitter()
// | - draw node background
// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node
// | - DockNodeAddTabBar()
// | - DockNodeWindowMenuUpdate()
// | - DockNodeCalcTabBarLayout()
// | - BeginTabBarEx()
// | - TabItemEx() calls
// | - EndTabBar()
// | - BeginDockableDragDropTarget()
// | - DockNodeUpdate() - recurse into child nodes...
//-----------------------------------------------------------------------------
// - DockSpace() user submit a dockspace into a window
// | Begin(Child) - create a child window
// | DockNodeUpdate() - call main dock node update function
// | End(Child)
// | ItemSize()
//-----------------------------------------------------------------------------
// - Begin()
// | BeginDocked()
// | BeginDockableDragDropSource()
// | BeginDockableDragDropTarget()
// | - DockNodePreviewDockRender()
//-----------------------------------------------------------------------------
// - EndFrame()
// | DockContextEndFrame()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Docking: Internal Types
//-----------------------------------------------------------------------------
// - ImGuiDockRequestType
// - ImGuiDockRequest
// - ImGuiDockPreviewData
// - ImGuiDockNodeSettings
// - ImGuiDockContext
//-----------------------------------------------------------------------------
enum ImGuiDockRequestType
{
ImGuiDockRequestType_None = 0,
ImGuiDockRequestType_Dock,
ImGuiDockRequestType_Undock,
ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload
};
struct ImGuiDockRequest
{
ImGuiDockRequestType Type;
ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into
ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
ImGuiDir DockSplitDir;
float DockSplitRatio;
bool DockSplitOuter;
ImGuiWindow* UndockTargetWindow;
ImGuiDockNode* UndockTargetNode;
ImGuiDockRequest()
{
Type = ImGuiDockRequestType_None;
DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
DockTargetNode = UndockTargetNode = NULL;
DockSplitDir = ImGuiDir_None;
DockSplitRatio = 0.5f;
DockSplitOuter = false;
}
};
struct ImGuiDockPreviewData
{
ImGuiDockNode FutureNode;
bool IsDropAllowed;
bool IsCenterAvailable;
bool IsSidesAvailable; // Hold your breath, grammar freaks..
bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
ImGuiDockNode* SplitNode;
ImGuiDir SplitDir;
float SplitRatio;
ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
};
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
struct ImGuiDockNodeSettings
{
ImGuiID ID;
ImGuiID ParentNodeId;
ImGuiID ParentWindowId;
ImGuiID SelectedTabId;
signed char SplitAxis;
char Depth;
ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
ImVec2ih Pos;
ImVec2ih Size;
ImVec2ih SizeRef;
ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
};
//-----------------------------------------------------------------------------
// Docking: Forward Declarations
//-----------------------------------------------------------------------------
namespace ImGui
{
// ImGuiDockContext
static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all
// ImGuiDockNode
static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
static void DockNodeHideHostWindow(ImGuiDockNode* node);
static void DockNodeUpdate(ImGuiDockNode* node);
static void DockNodeUpdateForRootNode(ImGuiDockNode* node);
static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
static void DockNodeAddTabBar(ImGuiDockNode* node);
static void DockNodeRemoveTabBar(ImGuiDockNode* node);
static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
static int DockNodeGetTabOrder(ImGuiWindow* window);
// ImGuiDockNode tree manipulations
static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
// Settings
static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
}
//-----------------------------------------------------------------------------
// Docking: ImGuiDockContext
//-----------------------------------------------------------------------------
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
// At boot time only, we run a simple GC to remove nodes that have no references.
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
//-----------------------------------------------------------------------------
// - DockContextInitialize()
// - DockContextShutdown()
// - DockContextClearNodes()
// - DockContextRebuildNodes()
// - DockContextNewFrameUpdateUndocking()
// - DockContextNewFrameUpdateDocking()
// - DockContextEndFrame()
// - DockContextFindNodeByID()
// - DockContextBindNodeToWindow()
// - DockContextGenNodeID()
// - DockContextAddNode()
// - DockContextRemoveNode()
// - ImGuiDockContextPruneNodeData
// - DockContextPruneUnusedSettingsNodes()
// - DockContextBuildNodesFromSettings()
// - DockContextBuildAddWindowsToNodes()
//-----------------------------------------------------------------------------
void ImGui::DockContextInitialize(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
// Add .ini handle for persistent docking data
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Docking";
ini_handler.TypeHash = ImHashStr("Docking");
ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
}
void ImGui::DockContextShutdown(ImGuiContext* ctx)
{
ImGuiDockContext* dc = &ctx->DockContext;
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
IM_DELETE(node);
}
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
{
IM_UNUSED(ctx);
IM_ASSERT(ctx == GImGui);
DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
DockBuilderRemoveNodeChildNodes(root_id);
}
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
SaveIniSettingsToMemory();
ImGuiID root_id = 0; // Rebuild all
DockContextClearNodes(ctx, root_id, false);
DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
DockContextBuildAddWindowsToNodes(ctx, root_id);
}
// Docking context update function, called by NewFrame()
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
{
if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
DockContextClearNodes(ctx, 0, true);
return;
}
// Setting NoSplit at runtime merges all nodes
if (g.IO.ConfigDockingNoSplit)
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
if (node->IsRootNode() && node->IsSplitNode())
{
DockBuilderRemoveNodeChildNodes(node->ID);
//dc->WantFullRebuild = true;
}
// Process full rebuild
#if 0
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
dc->WantFullRebuild = true;
#endif
if (dc->WantFullRebuild)
{
DockContextRebuildNodes(ctx);
dc->WantFullRebuild = false;
}
// Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
for (ImGuiDockRequest& req : dc->Requests)
{
if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
DockContextProcessUndockNode(ctx, req.UndockTargetNode);
}
}
// Docking context update function, called by NewFrame()
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
return;
// [DEBUG] Store hovered dock node.
// We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
// Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
g.DebugHoveredDockNode = NULL;
if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
{
if (hovered_window->DockNodeAsHost)
g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
else if (hovered_window->RootWindow->DockNode)
g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
}
// Process Docking requests
for (ImGuiDockRequest& req : dc->Requests)
if (req.Type == ImGuiDockRequestType_Dock)
DockContextProcessDock(ctx, &req);
dc->Requests.resize(0);
// Create windows for each automatic docking nodes
// We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
if (node->IsFloatingNode())
DockNodeUpdate(node);
}
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
{
// Draw backgrounds of node missing their window
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &g.DockContext;
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
{
ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
}
}
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
{
return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
}
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
{
// Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
// FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
// We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
ImGuiID id = 0x0001;
while (DockContextFindNodeByID(ctx, id) != NULL)
id++;
return id;
}
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
{
// Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
ImGuiContext& g = *ctx;
if (id == 0)
id = DockContextGenNodeID(ctx);
else
IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
// We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
return node;
}
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
IM_ASSERT(node->Windows.Size == 0);
if (node->HostWindow)
node->HostWindow->DockNodeAsHost = NULL;
ImGuiDockNode* parent_node = node->ParentNode;
const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
if (merge)
{
IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
DockNodeTreeMerge(&g, parent_node, sibling_node);
}
else
{
for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
if (parent_node->ChildNodes[n] == node)
node->ParentNode->ChildNodes[n] = NULL;
dc->Nodes.SetVoidPtr(node->ID, NULL);
IM_DELETE(node);
}
}
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
{
const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
}
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
struct ImGuiDockContextPruneNodeData
{
int CountWindows, CountChildWindows, CountChildNodes;
ImGuiID RootId;
ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
};
// Garbage collect unused nodes (run once at init time)
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
IM_ASSERT(g.Windows.Size == 0);
ImPool<ImGuiDockContextPruneNodeData> pool;
pool.Reserve(dc->NodesSettings.Size);
// Count child nodes and compute RootID
for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
{
ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
if (settings->ParentNodeId)
pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
}
// Count reference to dock ids from dockspaces
// We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
{
ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
if (settings->ParentWindowId != 0)
if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
if (window_settings->DockId)
if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
data->CountChildNodes++;
}
// Count reference to dock ids from window settings
// We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (ImGuiID dock_id = settings->DockId)
if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
{
data->CountWindows++;
if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
data_root->CountChildWindows++;
}
// Prune
for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
{
ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
if (data->CountWindows > 1)
continue;
ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
bool remove = false;
remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window
remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
remove |= (data_root->CountChildWindows == 0);
if (remove)
{
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
DockSettingsRemoveNodeReferences(&settings->ID, 1);
settings->ID = 0;
}
}
}
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
{
// Build nodes
for (int node_n = 0; node_n < node_settings_count; node_n++)
{
ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
if (settings->ID == 0)
continue;
ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
node->Size = ImVec2(settings->Size.x, settings->Size.y);
node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
node->ParentNode->ChildNodes[0] = node;
else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
node->ParentNode->ChildNodes[1] = node;
node->SelectedTabId = settings->SelectedTabId;
node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
// Bind host window immediately if it already exist (in case of a rebuild)
// This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
char host_window_title[20];
ImGuiDockNode* root_node = DockNodeGetRootNode(node);
node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
}
}
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
{
// Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
ImGuiContext& g = *ctx;
for (ImGuiWindow* window : g.Windows)
{
if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
continue;
if (window->DockNode != NULL)
continue;
ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings()
if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
DockNodeAddWindow(node, window, true);
}
}
//-----------------------------------------------------------------------------
// Docking: ImGuiDockContext Docking/Undocking functions
//-----------------------------------------------------------------------------
// - DockContextQueueDock()
// - DockContextQueueUndockWindow()
// - DockContextQueueUndockNode()
// - DockContextQueueNotifyRemovedNode()
// - DockContextProcessDock()
// - DockContextProcessUndockWindow()
// - DockContextProcessUndockNode()
// - DockContextCalcDropPosForDocking()
//-----------------------------------------------------------------------------
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
{
IM_ASSERT(target != payload);
ImGuiDockRequest req;
req.Type = ImGuiDockRequestType_Dock;
req.DockTargetWindow = target;
req.DockTargetNode = target_node;
req.DockPayload = payload;
req.DockSplitDir = split_dir;
req.DockSplitRatio = split_ratio;
req.DockSplitOuter = split_outer;
ctx->DockContext.Requests.push_back(req);
}
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
{
ImGuiDockRequest req;
req.Type = ImGuiDockRequestType_Undock;
req.UndockTargetWindow = window;
ctx->DockContext.Requests.push_back(req);
}
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
{
ImGuiDockRequest req;
req.Type = ImGuiDockRequestType_Undock;
req.UndockTargetNode = node;
ctx->DockContext.Requests.push_back(req);
}
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
{
ImGuiDockContext* dc = &ctx->DockContext;
for (ImGuiDockRequest& req : dc->Requests)
if (req.DockTargetNode == node)
req.Type = ImGuiDockRequestType_None;
}
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
{
IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
ImGuiContext& g = *ctx;
IM_UNUSED(g);
ImGuiWindow* payload_window = req->DockPayload; // Optional
ImGuiWindow* target_window = req->DockTargetWindow;
ImGuiDockNode* node = req->DockTargetNode;
if (payload_window)
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
else
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
// Decide which Tab will be selected at the end of the operation
ImGuiID next_selected_id = 0;
ImGuiDockNode* payload_node = NULL;
if (payload_window)
{
payload_node = payload_window->DockNodeAsHost;
payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
if (payload_node && payload_node->IsLeafNode())
next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
if (payload_node == NULL)
next_selected_id = payload_window->TabId;
}
// FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
// When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
if (node)
IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
if (node && target_window && node == target_window->DockNodeAsHost)
IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
// Create new node and add existing window to it
if (node == NULL)
{
node = DockContextAddNode(ctx, 0);
node->Pos = target_window->Pos;
node->Size = target_window->Size;
if (target_window->DockNodeAsHost == NULL)
{
DockNodeAddWindow(node, target_window, true);
node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
target_window->DockIsActive = true;
}
}
ImGuiDir split_dir = req->DockSplitDir;
if (split_dir != ImGuiDir_None)
{
// Split into two, one side will be our payload node unless we are dropping a loose window
const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
const float split_ratio = req->DockSplitRatio;
DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here!
ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
new_node->HostWindow = node->HostWindow;
node = new_node;
}
node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
if (node != payload_node)
{
// Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
if (node->Windows.Size > 0 && node->TabBar == NULL)
{
DockNodeAddTabBar(node);
for (int n = 0; n < node->Windows.Size; n++)
TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
}
if (payload_node != NULL)
{
// Transfer full payload node (with 1+ child windows or child nodes)
if (payload_node->IsSplitNode())
{
if (node->Windows.Size > 0)
{
// We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
// In this situation, we move the windows of the target node into the currently visible node of the payload.
// This allows us to preserve some of the underlying dock tree settings nicely.
IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
if (visible_node->TabBar)
IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
DockNodeMoveWindows(node, visible_node);
DockNodeMoveWindows(visible_node, node);
DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
}
if (node->IsCentralNode())
{
// Central node property needs to be moved to a leaf node, pick the last focused one.
// FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
IM_ASSERT(last_focused_node != NULL);
ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
last_focused_root_node->CentralNode = last_focused_node;
}
IM_ASSERT(node->Windows.Size == 0);
DockNodeMoveChildNodes(node, payload_node);
}
else
{
const ImGuiID payload_dock_id = payload_node->ID;
DockNodeMoveWindows(node, payload_node);
DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
}
DockContextRemoveNode(ctx, payload_node, true);
}
else if (payload_window)
{
// Transfer single window
const ImGuiID payload_dock_id = payload_window->DockId;
node->VisibleWindow = payload_window;
DockNodeAddWindow(node, payload_window, true);
if (payload_dock_id != 0)
DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
}
}
else
{
// When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
node->WantHiddenTabBarUpdate = true;
}
// Update selection immediately
if (ImGuiTabBar* tab_bar = node->TabBar)
tab_bar->NextSelectedTabId = next_selected_id;
MarkIniSettingsDirty();
}
// Problem:
// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
// due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
// Solution:
// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
{
if (ref_viewport == NULL)
return size;
ImGuiContext& g = *GImGui;
ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
{
const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
max_size = ImTrunc(monitor->WorkSize * 0.90f);
}
return ImMin(size, max_size);
}
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
{
ImGuiContext& g = *ctx;
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
if (window->DockNode)
DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
else
window->DockId = 0;
window->Collapsed = false;
window->DockIsActive = false;
window->DockNodeIsVisible = window->DockTabIsVisible = false;
window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
MarkIniSettingsDirty();
}
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
{
ImGuiContext& g = *ctx;
IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
IM_ASSERT(node->IsLeafNode());
IM_ASSERT(node->Windows.Size >= 1);
if (node->IsRootNode() || node->IsCentralNode())
{
// In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
new_node->Pos = node->Pos;
new_node->Size = node->Size;
new_node->SizeRef = node->SizeRef;
DockNodeMoveWindows(new_node, node);
DockSettingsRenameNodeReferences(node->ID, new_node->ID);
node = new_node;
}
else
{
// Otherwise extract our node and merge our sibling back into the parent node.
IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
node->ParentNode->ChildNodes[index_in_parent] = NULL;
DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
node->ParentNode = NULL;
}
for (ImGuiWindow* window : node->Windows)
{
window->Flags &= ~ImGuiWindowFlags_ChildWindow;
if (window->ParentWindow)
window->ParentWindow->DC.ChildWindows.find_erase(window);
UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
}
node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
node->WantMouseMove = true;
MarkIniSettingsDirty();
}
// This is mostly used for automation.
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
{
if (target != NULL && target_node == NULL)
target_node = target->DockNode;
// In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
// (which would be functionally identical) we only show the outer one. Reflect this here.
if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
split_outer = true;
ImGuiDockPreviewData split_data;
DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
if (split_data.DropRectsDraw[split_dir+1].IsInverted())
return false;
*out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
return true;
}
//-----------------------------------------------------------------------------
// Docking: ImGuiDockNode
//-----------------------------------------------------------------------------
// - DockNodeGetTabOrder()
// - DockNodeAddWindow()
// - DockNodeRemoveWindow()
// - DockNodeMoveChildNodes()
// - DockNodeMoveWindows()
// - DockNodeApplyPosSizeToWindows()
// - DockNodeHideHostWindow()
// - ImGuiDockNodeFindInfoResults
// - DockNodeFindInfo()
// - DockNodeFindWindowByID()
// - DockNodeUpdateFlagsAndCollapse()
// - DockNodeUpdateHasCentralNodeFlag()
// - DockNodeUpdateVisibleFlag()
// - DockNodeStartMouseMovingWindow()
// - DockNodeUpdate()
// - DockNodeUpdateWindowMenu()
// - DockNodeBeginAmendTabBar()
// - DockNodeEndAmendTabBar()
// - DockNodeUpdateTabBar()
// - DockNodeAddTabBar()
// - DockNodeRemoveTabBar()
// - DockNodeIsDropAllowedOne()
// - DockNodeIsDropAllowed()
// - DockNodeCalcTabBarLayout()
// - DockNodeCalcSplitRects()
// - DockNodeCalcDropRectsAndTestMousePos()
// - DockNodePreviewDockSetup()
// - DockNodePreviewDockRender()
//-----------------------------------------------------------------------------
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
{
ID = id;
SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
TabBar = NULL;
SplitAxis = ImGuiAxis_None;
State = ImGuiDockNodeState_Unknown;
LastBgColor = IM_COL32_WHITE;
HostWindow = VisibleWindow = NULL;
CentralNode = OnlyNodeWithWindows = NULL;
CountNodeWithWindows = 0;
LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
LastFocusedNodeId = 0;
SelectedTabId = 0;
WantCloseTabId = 0;
RefViewportId = 0;
AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
AuthorityForViewport = ImGuiDataAuthority_Auto;
IsVisible = true;
IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
IsBgDrawnThisFrame = false;
WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
}
ImGuiDockNode::~ImGuiDockNode()
{
IM_DELETE(TabBar);
TabBar = NULL;
ChildNodes[0] = ChildNodes[1] = NULL;
}
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
{
ImGuiTabBar* tab_bar = window->DockNode->TabBar;
if (tab_bar == NULL)
return -1;
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
}
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
{
window->Hidden = true;
window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
}
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
{
ImGuiContext& g = *GImGui; (void)g;
if (window->DockNode)
{
// Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
IM_ASSERT(window->DockNode->ID != node->ID);
DockNodeRemoveWindow(window->DockNode, window, 0);
}
IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
// If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
// we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
// We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
node->Windows.push_back(window);
node->WantHiddenTabBarUpdate = true;
window->DockNode = node;
window->DockId = node->ID;
window->DockIsActive = (node->Windows.Size > 1);
window->DockTabWantClose = false;
// When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
// In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
if (node->HostWindow == NULL && node->IsFloatingNode())
{
if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
node->AuthorityForPos = ImGuiDataAuthority_Window;
if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
node->AuthorityForSize = ImGuiDataAuthority_Window;
if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
node->AuthorityForViewport = ImGuiDataAuthority_Window;
}
// Add to tab bar if requested
if (add_to_tab_bar)
{
if (node->TabBar == NULL)
{
DockNodeAddTabBar(node);
node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
// Add existing windows
for (int n = 0; n < node->Windows.Size - 1; n++)
TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
}
TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
}
DockNodeUpdateVisibleFlag(node);
// Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
if (node->HostWindow)
UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
}
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(window->DockNode == node);
//IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
//IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin()
IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
window->DockNode = NULL;
window->DockIsActive = window->DockTabWantClose = false;
window->DockId = save_dock_id;
window->Flags &= ~ImGuiWindowFlags_ChildWindow;
if (window->ParentWindow)
window->ParentWindow->DC.ChildWindows.find_erase(window);
UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
if (node->HostWindow && node->HostWindow->ViewportOwned)
{
// When undocking from a user interaction this will always run in NewFrame() and have not much effect.
// But mid-frame, if we clear viewport we need to mark window as hidden as well.
window->Viewport = NULL;
window->ViewportId = 0;
window->ViewportOwned = false;
window->Hidden = true;
}
// Remove window
bool erased = false;
for (int n = 0; n < node->Windows.Size; n++)
if (node->Windows[n] == window)
{
node->Windows.erase(node->Windows.Data + n);
erased = true;
break;
}
if (!erased)
IM_ASSERT(erased);
if (node->VisibleWindow == window)
node->VisibleWindow = NULL;
// Remove tab and possibly tab bar
node->WantHiddenTabBarUpdate = true;
if (node->TabBar)
{
TabBarRemoveTab(node->TabBar, window->TabId);
const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
if (node->Windows.Size < tab_count_threshold_for_tab_bar)
DockNodeRemoveTabBar(node);
}
if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
{
// Automatic dock node delete themselves if they are not holding at least one tab
DockContextRemoveNode(&g, node, true);
return;
}
if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
{
ImGuiWindow* remaining_window = node->Windows[0];
// Note: we used to transport viewport ownership here.
remaining_window->Collapsed = node->HostWindow->Collapsed;
}
// Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
DockNodeUpdateVisibleFlag(node);
}
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
{
IM_ASSERT(dst_node->Windows.Size == 0);
dst_node->ChildNodes[0] = src_node->ChildNodes[0];
dst_node->ChildNodes[1] = src_node->ChildNodes[1];
if (dst_node->ChildNodes[0])
dst_node->ChildNodes[0]->ParentNode = dst_node;
if (dst_node->ChildNodes[1])
dst_node->ChildNodes[1]->ParentNode = dst_node;
dst_node->SplitAxis = src_node->SplitAxis;
dst_node->SizeRef = src_node->SizeRef;
src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
}
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
{
// Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
IM_ASSERT(src_node && dst_node && dst_node != src_node);
ImGuiTabBar* src_tab_bar = src_node->TabBar;
if (src_tab_bar != NULL)
IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
// If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
if (move_tab_bar)
{
dst_node->TabBar = src_node->TabBar;
src_node->TabBar = NULL;
}
// Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
for (ImGuiWindow* window : src_node->Windows)
{
window->DockNode = NULL;
window->DockIsActive = false;
DockNodeAddWindow(dst_node, window, !move_tab_bar);
}
src_node->Windows.clear();
if (!move_tab_bar && src_node->TabBar)
{
if (dst_node->TabBar)
dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
DockNodeRemoveTabBar(src_node);
}
}
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
{
for (ImGuiWindow* window : node->Windows)
{
SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
SetWindowSize(window, node->Size, ImGuiCond_Always);
}
}
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
{
if (node->HostWindow)
{
if (node->HostWindow->DockNodeAsHost == node)
node->HostWindow->DockNodeAsHost = NULL;
node->HostWindow = NULL;
}
if (node->Windows.Size == 1)
{
node->VisibleWindow = node->Windows[0];
node->Windows[0]->DockIsActive = false;
}
if (node->TabBar)
DockNodeRemoveTabBar(node);
}
// Search function called once by root node in DockNodeUpdate()
struct ImGuiDockNodeTreeInfo
{
ImGuiDockNode* CentralNode;
ImGuiDockNode* FirstNodeWithWindows;
int CountNodesWithWindows;
//ImGuiWindowClass WindowClassForMerges;
ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
};
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
{
if (node->Windows.Size > 0)
{
if (info->FirstNodeWithWindows == NULL)
info->FirstNodeWithWindows = node;
info->CountNodesWithWindows++;
}
if (node->IsCentralNode())
{
IM_ASSERT(info->CentralNode == NULL); // Should be only one
IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
info->CentralNode = node;
}
if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
return;
if (node->ChildNodes[0])
DockNodeFindInfo(node->ChildNodes[0], info);
if (node->ChildNodes[1])
DockNodeFindInfo(node->ChildNodes[1], info);
}
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
{
IM_ASSERT(id != 0);
for (ImGuiWindow* window : node->Windows)
if (window->ID == id)
return window;
return NULL;
}
// - Remove inactive windows/nodes.
// - Update visibility flag.
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
// Inherit most flags
if (node->ParentNode)
node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
// Recurse into children
// There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
// If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
// If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
node->HasCentralNodeChild = false;
if (node->ChildNodes[0])
DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
if (node->ChildNodes[1])
DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
// Remove inactive windows, collapse nodes
// Merge node flags overrides stored in windows
node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
for (int window_n = 0; window_n < node->Windows.Size; window_n++)
{
ImGuiWindow* window = node->Windows[window_n];
IM_ASSERT(window->DockNode == node);
bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
bool remove = false;
remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame
remove |= (window->DockTabWantClose);
if (remove)
{
window->DockTabWantClose = false;
if (node->Windows.Size == 1 && !node->IsCentralNode())
{
DockNodeHideHostWindow(node);
node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
return;
}
DockNodeRemoveWindow(node, window, node->ID);
window_n--;
continue;
}
// FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
//node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
}
node->UpdateMergedFlags();
// Auto-hide tab bar option
ImGuiDockNodeFlags node_flags = node->MergedFlags;
if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
node->WantHiddenTabBarToggle = true;
node->WantHiddenTabBarUpdate = false;
// Cancel toggling if we know our tab bar is enforced to be hidden at all times
if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
node->WantHiddenTabBarToggle = false;
// Apply toggles at a single point of the frame (here!)
if (node->Windows.Size > 1)
node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
else if (node->WantHiddenTabBarToggle)
node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
node->WantHiddenTabBarToggle = false;
DockNodeUpdateVisibleFlag(node);
}
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
{
node->HasCentralNodeChild = false;
if (node->ChildNodes[0])
DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
if (node->ChildNodes[1])
DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
if (node->IsRootNode())
{
ImGuiDockNode* mark_node = node->CentralNode;
while (mark_node)
{
mark_node->HasCentralNodeChild = true;
mark_node = mark_node->ParentNode;
}
}
}
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
{
// Update visibility flag
bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
is_visible |= (node->Windows.Size > 0);
is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
node->IsVisible = is_visible;
}
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(node->WantMouseMove == true);
StartMouseMovingWindow(window);
g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
node->WantMouseMove = false;
}
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
{
DockNodeUpdateFlagsAndCollapse(node);
// - Setup central node pointers
// - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
// Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
ImGuiDockNodeTreeInfo info;
DockNodeFindInfo(node, &info);
node->CentralNode = info.CentralNode;
node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
node->CountNodeWithWindows = info.CountNodesWithWindows;
if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
// Copy the window class from of our first window so it can be used for proper dock filtering.
// When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
// FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
{
node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
{
node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
break;
}
}
ImGuiDockNode* mark_node = node->CentralNode;
while (mark_node)
{
mark_node->HasCentralNodeChild = true;
mark_node = mark_node->ParentNode;
}
}
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
{
// Remove ourselves from any previous different host window
// This can happen if a user mistakenly does (see #4295 for details):
// - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace
// - N+1: NewFrame() // will create floating host window for that node
// - N+1: DockSpace(id) // requalify node as dockspace, moving host window
if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
node->HostWindow->DockNodeAsHost = NULL;
host_window->DockNodeAsHost = node;
node->HostWindow = host_window;
}
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(node->LastFrameActive != g.FrameCount);
node->LastFrameAlive = g.FrameCount;
node->IsBgDrawnThisFrame = false;
node->CentralNode = node->OnlyNodeWithWindows = NULL;
if (node->IsRootNode())
DockNodeUpdateForRootNode(node);
// Remove tab bar if not needed
if (node->TabBar && node->IsNoTabBar())
DockNodeRemoveTabBar(node);
// Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
bool want_to_hide_host_window = false;
if (node->IsFloatingNode())
{
if (node->Windows.Size <= 1 && node->IsLeafNode())
if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
want_to_hide_host_window = true;
if (node->CountNodeWithWindows == 0)
want_to_hide_host_window = true;
}
if (want_to_hide_host_window)
{
if (node->Windows.Size == 1)
{
// Floating window pos/size is authoritative
ImGuiWindow* single_window = node->Windows[0];
node->Pos = single_window->Pos;
node->Size = single_window->SizeFull;
node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
// Transfer focus immediately so when we revert to a regular window it is immediately selected
if (node->HostWindow && g.NavWindow == node->HostWindow)
FocusWindow(single_window);
if (node->HostWindow)
{
IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
single_window->Viewport = node->HostWindow->Viewport;
single_window->ViewportId = node->HostWindow->ViewportId;
if (node->HostWindow->ViewportOwned)
{
single_window->Viewport->ID = single_window->ID;
single_window->Viewport->Window = single_window;
single_window->ViewportOwned = true;
}
}
node->RefViewportId = single_window->ViewportId;
}
DockNodeHideHostWindow(node);
node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
node->WantCloseAll = false;
node->WantCloseTabId = 0;
node->HasCloseButton = node->HasWindowMenuButton = false;
node->LastFrameActive = g.FrameCount;
if (node->WantMouseMove && node->Windows.Size == 1)
DockNodeStartMouseMovingWindow(node, node->Windows[0]);
return;
}
// In some circumstance we will defer creating the host window (so everything will be kept hidden),
// while the expected visible window is resizing itself.
// This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
// otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
// N+0: Begin(): window created (with no known size), node is created
// N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
// N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
// We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
// It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
// In reality it isn't very important as user quickly ends up with size data in .ini file.
if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
{
IM_ASSERT(node->Windows.Size > 0);
ImGuiWindow* ref_window = NULL;
if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
if (ref_window == NULL)
ref_window = node->Windows[0];
if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
{
node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
return;
}
}
const ImGuiDockNodeFlags node_flags = node->MergedFlags;
// Decide if the node will have a close button and a window menu button
node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
node->HasCloseButton = false;
for (ImGuiWindow* window : node->Windows)
{
// FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
node->HasCloseButton |= window->HasCloseButton;
window->DockIsActive = (node->Windows.Size > 1);
}
if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
node->HasCloseButton = false;
// Bind or create host window
ImGuiWindow* host_window = NULL;
bool beginned_into_host_window = false;
if (node->IsDockSpace())
{
// [Explicit root dockspace node]
IM_ASSERT(node->HostWindow);
host_window = node->HostWindow;
}
else
{
// [Automatic root or child nodes]
if (node->IsRootNode() && node->IsVisible)
{
ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
// Sync Pos
if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
SetNextWindowPos(ref_window->Pos);
else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
SetNextWindowPos(node->Pos);
// Sync Size
if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
SetNextWindowSize(ref_window->SizeFull);
else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
SetNextWindowSize(node->Size);
// Sync Collapsed
if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
SetNextWindowCollapsed(ref_window->Collapsed);
// Sync Viewport
if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
SetNextWindowViewport(ref_window->ViewportId);
else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
SetNextWindowViewport(node->RefViewportId);
SetNextWindowClass(&node->WindowClass);
// Begin into the host window
char window_label[20];
DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
window_flags |= ImGuiWindowFlags_NoTitleBar;
SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
Begin(window_label, NULL, window_flags);
PopStyleVar();
beginned_into_host_window = true;
host_window = g.CurrentWindow;
DockNodeSetupHostWindow(node, host_window);
host_window->DC.CursorPos = host_window->Pos;
node->Pos = host_window->Pos;
node->Size = host_window->Size;
// We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
// But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
// One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
// When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
// during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
// after the dock host window, losing their top-most status.
if (node->HostWindow->Appearing)
BringWindowToDisplayFront(node->HostWindow);
node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
}
else if (node->ParentNode)
{
node->HostWindow = host_window = node->ParentNode->HostWindow;
node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
}
if (node->WantMouseMove && node->HostWindow)
DockNodeStartMouseMovingWindow(node, node->HostWindow);
}
node->RefViewportId = 0; // Clear when we have a host window
// Update focused node (the one whose title bar is highlight) within a node tree
if (node->IsSplitNode())
IM_ASSERT(node->TabBar == NULL);
if (node->IsRootNode())
if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
while (p_window != NULL && p_window->DockNode != NULL)
{
ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
if (p_node == node)
{
node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
break;
}
p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
}
// Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
ImGuiDockNode* central_node = node->CentralNode;
const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
bool central_node_hole_register_hit_test_hole = central_node_hole;
if (central_node_hole)
if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
central_node_hole_register_hit_test_hole = false;
if (central_node_hole_register_hit_test_hole)
{
// We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
// (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
// covering passthru node we'd have a gap on the edge not covered by the hole)
IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
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_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())
{
SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
if (host_window->ParentWindow)
SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
}
}
// Update position/size, process and draw resizing splitters
if (node->IsRootNode() && host_window)
{
DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
DockNodeTreeUpdateSplitter(node);
PopStyleColor(3);
}
// Draw empty node background (currently can only be the Central Node)
if (host_window && node->IsEmpty() && node->IsVisible)
{
host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
if (node->LastBgColor != 0)
host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
node->IsBgDrawnThisFrame = true;
}
// Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
// We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
// _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
if (render_dockspace_bg && node->IsVisible)
{
host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
if (central_node_hole)
RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
else
host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
}
// Draw and populate Tab Bar
if (host_window)
host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
if (host_window && node->Windows.Size > 0)
{
DockNodeUpdateTabBar(node, host_window);
}
else
{
node->WantCloseAll = false;
node->WantCloseTabId = 0;
node->IsFocused = false;
}
if (node->TabBar && node->TabBar->SelectedTabId)
node->SelectedTabId = node->TabBar->SelectedTabId;
else if (node->Windows.Size > 0)
node->SelectedTabId = node->Windows[0]->TabId;
// Draw payload drop target
if (host_window && node->IsVisible)
if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
BeginDockableDragDropTarget(host_window);
// We update this after DockNodeUpdateTabBar()
node->LastFrameActive = g.FrameCount;
// Recurse into children
// FIXME-DOCK FIXME-OPT: Should not need to recurse into children
if (host_window)
{
if (node->ChildNodes[0])
DockNodeUpdate(node->ChildNodes[0]);
if (node->ChildNodes[1])
DockNodeUpdate(node->ChildNodes[1]);
// Render outer borders last (after the tab bar)
if (node->IsRootNode())
RenderWindowOuterBorders(host_window);
}
// End host window
if (beginned_into_host_window) //-V1020
End();
}
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
{
ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
return d;
return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
}
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
// Custom overrides may want to decorate, group, sort entries.
// Please note those are internal structures: if you copy this expect occasional breakage.
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
{
IM_UNUSED(ctx);
if (tab_bar->Tabs.Size == 1)
{
// "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
node->WantHiddenTabBarToggle = true;
}
else
{
// Display a selectable list of windows in this docking node
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
if (tab->Flags & ImGuiTabItemFlags_Button)
continue;
if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
TabBarQueueFocus(tab_bar, tab);
SameLine();
Text(" ");
}
}
}
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
{
// Try to position the menu so it is more likely to stays within the same viewport
ImGuiContext& g = *GImGui;
if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
else
SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
if (BeginPopup("#WindowMenu"))
{
node->IsFocused = true;
g.DockNodeWindowMenuHandler(&g, node, tab_bar);
EndPopup();
}
}
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
{
if (node->TabBar == NULL || node->HostWindow == NULL)
return false;
if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
return false;
if (node->TabBar->ID == 0)
return false;
Begin(node->HostWindow->Name);
PushOverrideID(node->ID);
bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
IM_UNUSED(ret);
IM_ASSERT(ret);
return true;
}
void ImGui::DockNodeEndAmendTabBar()
{
EndTabBar();
PopID();
End();
}
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
{
// CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
ImGuiContext& g = *GImGui;
if (g.NavWindowingTarget)
return (g.NavWindowingTarget->DockNode == node);
// FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
{
// FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
ImGuiWindow* parent_window = g.NavWindow->RootWindow;
while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
parent_window = parent_window->ParentWindow->RootWindow;
ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
return true;
}
return false;
}
// Submit the tab bar corresponding to a dock node and various housekeeping details.
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
const bool closed_all = node->WantCloseAll && node_was_active;
const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
node->WantCloseAll = false;
node->WantCloseTabId = 0;
// Decide if we should use a focused title bar color
bool is_focused = false;
ImGuiDockNode* root_node = DockNodeGetRootNode(node);
if (IsDockNodeTitleBarHighlighted(node, root_node))
is_focused = true;
// Hidden tab bar will show a triangle on the upper-left (in Begin)
if (node->IsHiddenTabBar() || node->IsNoTabBar())
{
node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
node->IsFocused = is_focused;
if (is_focused)
node->LastFrameFocused = g.FrameCount;
if (node->VisibleWindow)
{
// Notify root of visible window (used to display title in OS task bar)
if (is_focused || root_node->VisibleWindow == NULL)
root_node->VisibleWindow = node->VisibleWindow;
if (node->TabBar)
node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
}
return;
}
// Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
bool backup_skip_item = host_window->SkipItems;
if (!node->IsDockSpace())
{
host_window->SkipItems = false;
host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
}
// Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
// This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
// as docked windows themselves will override the stack with their own root ID.
PushOverrideID(node->ID);
ImGuiTabBar* tab_bar = node->TabBar;
bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
if (tab_bar == NULL)
{
DockNodeAddTabBar(node);
tab_bar = node->TabBar;
}
ImGuiID focus_tab_id = 0;
node->IsFocused = is_focused;
const ImGuiDockNodeFlags node_flags = node->MergedFlags;
const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
// In a dock node, the Collapse Button turns into the Window Menu button.
// FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
{
ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
DockNodeWindowMenuUpdate(node, tab_bar);
if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
focus_tab_id = tab_bar->NextSelectedTabId;
is_focused |= node->IsFocused;
}
// Layout
ImRect title_bar_rect, tab_bar_rect;
ImVec2 window_menu_button_pos;
ImVec2 close_button_pos;
DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
// Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
const int tabs_count_old = tab_bar->Tabs.Size;
for (int window_n = 0; window_n < node->Windows.Size; window_n++)
{
ImGuiWindow* window = node->Windows[window_n];
if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
}
// Title bar
if (is_focused)
node->LastFrameFocused = g.FrameCount;
ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
// Docking/Collapse button
if (has_window_menu_button)
{
if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
OpenPopup("#WindowMenu");
if (IsItemActive())
focus_tab_id = tab_bar->SelectedTabId;
if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
}
// If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
int tabs_unsorted_start = tab_bar->Tabs.Size;
for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
{
// FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
tabs_unsorted_start = tab_n;
}
if (tab_bar->Tabs.Size > tabs_unsorted_start)
{
IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
}
IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
}
// Apply NavWindow focus back to the tab bar
if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
// Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
else if (tab_bar->Tabs.Size > tabs_count_old)
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
// Begin tab bar
ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
if (!host_window->Collapsed && is_focused)
tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
tab_bar->ID = GetID("#TabBar");
tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
//host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
// Backup style colors
ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
// Submit actual tabs
node->VisibleWindow = NULL;
for (int window_n = 0; window_n < node->Windows.Size; window_n++)
{
ImGuiWindow* window = node->Windows[window_n];
if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
continue;
if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
{
ImGuiTabItemFlags tab_item_flags = 0;
tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
// Apply stored style overrides for the window
for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
// Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
bool tab_open = true;
TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
if (!tab_open)
node->WantCloseTabId = window->TabId;
if (tab_bar->VisibleTabId == window->TabId)
node->VisibleWindow = window;
// Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
window->DockTabItemRect = g.LastItemData.Rect;
// Update navigation ID on menu layer
if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
host_window->NavLastIds[1] = window->TabId;
}
}
// Restore style colors
for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
// Notify root of visible window (used to display title in OS task bar)
if (node->VisibleWindow)
if (is_focused || root_node->VisibleWindow == NULL)
root_node->VisibleWindow = node->VisibleWindow;
// Close button (after VisibleWindow was updated)
// Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
const bool close_button_is_visible = node->HasCloseButton;
//const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
if (close_button_is_visible)
{
if (!close_button_is_enabled)
{
PushItemFlag(ImGuiItemFlags_Disabled, true);
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
}
if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
{
node->WantCloseAll = true;
for (int n = 0; n < tab_bar->Tabs.Size; n++)
TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
}
//if (IsItemActive())
// focus_tab_id = tab_bar->SelectedTabId;
if (!close_button_is_enabled)
{
PopStyleColor();
PopItemFlag();
}
}
// When clicking on the title bar outside of tabs, we still focus the selected tab for that node
// FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
{
// AllowOverlap mode required for appending into dock node tab bar,
// otherwise dragging window will steal HoveredId and amended tabs cannot get them.
bool held;
KeepAliveID(title_bar_id);
ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
if (g.HoveredId == title_bar_id)
{
g.LastItemData.ID = title_bar_id;
}
if (held)
{
if (IsMouseClicked(0))
focus_tab_id = tab_bar->SelectedTabId;
// Forward moving request to selected window
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
}
}
// Forward focus from host node to selected window
//if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
// focus_tab_id = tab_bar->SelectedTabId;
// When clicked on a tab we requested focus to the docked child
// This overrides the value set by "forward focus from host node to selected window".
if (tab_bar->NextSelectedTabId)
focus_tab_id = tab_bar->NextSelectedTabId;
// Apply navigation focus
if (focus_tab_id != 0)
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
if (tab->Window)
{
FocusWindow(tab->Window);
NavInitWindow(tab->Window, false);
}
EndTabBar();
PopID();
// Restore SkipItems flag
if (!node->IsDockSpace())
{
host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
host_window->SkipItems = backup_skip_item;
}
}
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
{
IM_ASSERT(node->TabBar == NULL);
node->TabBar = IM_NEW(ImGuiTabBar);
}
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
{
if (node->TabBar == NULL)
return;
IM_DELETE(node->TabBar);
node->TabBar = NULL;
}
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
{
if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
return false;
ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
ImGuiWindowClass* payload_class = &payload->WindowClass;
if (host_class->ClassId != payload_class->ClassId)
{
bool pass = false;
if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
pass = true;
if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
pass = true;
if (!pass)
return false;
}
// Prevent docking any window created above a popup
// Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
// by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
// But it would requires more work on our end because the dock host windows is technically created in NewFrame()
// and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
ImGuiContext& g = *GImGui;
for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack.
return false;
return true;
}
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
{
if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
return true;
const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
for (int payload_n = 0; payload_n < payload_count; payload_n++)
{
ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
if (DockNodeIsDropAllowedOne(payload, host_window))
return true;
}
return false;
}
// window menu button == collapse button when not in a dock node.
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
if (out_title_rect) { *out_title_rect = r; }
r.Min.x += style.WindowBorderSize;
r.Max.x -= style.WindowBorderSize;
float button_sz = g.FontSize;
r.Min.x += style.FramePadding.x;
r.Max.x -= style.FramePadding.x;
ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
if (node->HasCloseButton)
{
if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
r.Max.x -= button_sz + style.ItemInnerSpacing.x;
}
if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
{
r.Min.x += button_sz + style.ItemInnerSpacing.x;
}
else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
{
window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
r.Max.x -= button_sz + style.ItemInnerSpacing.x;
}
if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
}
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
{
ImGuiContext& g = *GImGui;
const float dock_spacing = g.Style.ItemInnerSpacing.x;
const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
pos_new[axis ^ 1] = pos_old[axis ^ 1];
size_new[axis ^ 1] = size_old[axis ^ 1];
// Distribute size on given axis (with a desired size or equally)
const float w_avail = size_old[axis] - dock_spacing;
if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
{
size_new[axis] = size_new_desired[axis];
size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
}
else
{
size_new[axis] = IM_TRUNC(w_avail * 0.5f);
size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
}
// Position each node
if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
{
pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
}
else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
{
pos_new[axis] = pos_old[axis];
pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
}
}
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
{
ImGuiContext& g = *GImGui;
const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
float hs_w; // Half-size, longer axis
float hs_h; // Half-size, smaller axis
ImVec2 off; // Distance from edge or center
if (outer_docking)
{
//hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
//hs_h = ImTrunc(hs_w * 0.15f);
//off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
}
else
{
hs_w = ImTrunc(hs_for_central_nodes);
hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
}
ImVec2 c = ImTrunc(parent.GetCenter());
if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); }
else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
if (test_mouse_pos == NULL)
return false;
ImRect hit_r = out_r;
if (!outer_docking)
{
// Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
hit_r.Expand(ImTrunc(hs_w * 0.30f));
ImVec2 mouse_delta = (*test_mouse_pos - c);
float mouse_delta_len2 = ImLengthSqr(mouse_delta);
float r_threshold_center = hs_w * 1.4f;
float r_threshold_sides = hs_w * (1.4f + 1.2f);
if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
return (dir == ImGuiDir_None);
if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
}
return hit_r.Contains(*test_mouse_pos);
}
// host_node may be NULL if the window doesn't have a DockNode already.
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
{
ImGuiContext& g = *GImGui;
// There is an edge case when docking into a dockspace which only has inactive nodes.
// In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
// Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
if (payload_node == NULL)
payload_node = payload_window->DockNodeAsHost;
ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
if (ref_node_for_rect)
IM_ASSERT(ref_node_for_rect->IsVisible == true);
// Filter, figure out where we are allowed to dock
ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
data->IsCenterAvailable = true;
if (is_outer_docking)
data->IsCenterAvailable = false;
else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
data->IsCenterAvailable = false;
else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
data->IsCenterAvailable = false;
else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
data->IsCenterAvailable = false;
else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
data->IsCenterAvailable = false;
else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
data->IsCenterAvailable = false;
data->IsSidesAvailable = true;
if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
data->IsSidesAvailable = false;
else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
data->IsSidesAvailable = false;
else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
data->IsSidesAvailable = false;
// Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
// Calculate drop shapes geometry for allowed splitting directions
IM_ASSERT(ImGuiDir_None == -1);
data->SplitNode = host_node;
data->SplitDir = ImGuiDir_None;
data->IsSplitDirExplicit = false;
if (!host_window->Collapsed)
for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
{
if (dir == ImGuiDir_None && !data->IsCenterAvailable)
continue;
if (dir != ImGuiDir_None && !data->IsSidesAvailable)
continue;
if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
{
data->SplitDir = (ImGuiDir)dir;
data->IsSplitDirExplicit = true;
}
}
// When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
data->IsDropAllowed = false;
// Calculate split area
data->SplitRatio = 0.0f;
if (data->SplitDir != ImGuiDir_None)
{
ImGuiDir split_dir = data->SplitDir;
ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
ImVec2 pos_new, pos_old = data->FutureNode.Pos;
ImVec2 size_new, size_old = data->FutureNode.Size;
DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
// Calculate split ratio so we can pass it down the docking request
float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
data->FutureNode.Pos = pos_new;
data->FutureNode.Size = size_new;
data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
}
}
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes
// With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
// To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
// In case the two windows involved are on different viewports, we will draw the overlay on each of them.
int overlay_draw_lists_count = 0;
ImDrawList* overlay_draw_lists[2];
overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
// Draw main preview rectangle
const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
// Display area preview
const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
if (data->IsDropAllowed)
{
ImRect overlay_rect = data->FutureNode.Rect();
if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
overlay_rect.Min.y += GetFrameHeight();
if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
}
// Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
{
// Compute target tab bar geometry so we can locate our preview tabs
ImRect tab_bar_rect;
DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
ImVec2 tab_pos = tab_bar_rect.Min;
if (host_node && host_node->TabBar)
{
if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
else
tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
}
else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
{
tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
}
// Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
if (root_payload->DockNodeAsHost)
IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
for (int payload_n = 0; payload_n < payload_count; payload_n++)
{
// DockNode's TabBar may have non-window Tabs manually appended by user
ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
if (tab_bar_with_payload && payload_window == NULL)
continue;
if (!DockNodeIsDropAllowedOne(payload_window, host_window))
continue;
// Calculate the tab bounding box for each payload window
ImVec2 tab_size = TabItemCalcSize(payload_window);
ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
PushStyleColor(ImGuiCol_Text, overlay_col_text);
for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
{
ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
if (!tab_bar_rect.Contains(tab_bb))
overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
if (!tab_bar_rect.Contains(tab_bb))
overlay_draw_lists[overlay_n]->PopClipRect();
}
PopStyleColor();
}
}
// Display drop boxes
const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
{
if (!data->DropRectsDraw[dir + 1].IsInverted())
{
ImRect draw_r = data->DropRectsDraw[dir + 1];
ImRect draw_r_in = draw_r;
draw_r_in.Expand(-2.0f);
ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
{
ImVec2 center = ImFloor(draw_r_in.GetCenter());
overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
}
}
// Stop after ImGuiDir_None
if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
return;
}
}
//-----------------------------------------------------------------------------
// Docking: ImGuiDockNode Tree manipulation functions
//-----------------------------------------------------------------------------
// - DockNodeTreeSplit()
// - DockNodeTreeMerge()
// - DockNodeTreeUpdatePosSize()
// - DockNodeTreeUpdateSplitterFindTouchingNode()
// - DockNodeTreeUpdateSplitter()
// - DockNodeTreeFindFallbackLeafNode()
// - DockNodeTreeFindNodeByPos()
//-----------------------------------------------------------------------------
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(split_axis != ImGuiAxis_None);
ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
child_0->ParentNode = parent_node;
ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
child_1->ParentNode = parent_node;
ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
DockNodeMoveChildNodes(child_inheritor, parent_node);
parent_node->ChildNodes[0] = child_0;
parent_node->ChildNodes[1] = child_1;
parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
parent_node->SplitAxis = split_axis;
parent_node->VisibleWindow = NULL;
parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
child_0->SizeRef = child_1->SizeRef = parent_node->Size;
child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
// Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
child_0->UpdateMergedFlags();
child_1->UpdateMergedFlags();
parent_node->UpdateMergedFlags();
if (child_inheritor->IsCentralNode())
DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
}
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
{
// When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
ImGuiContext& g = *GImGui;
ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
IM_ASSERT(child_0 || child_1);
IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
{
IM_ASSERT(parent_node->TabBar == NULL);
IM_ASSERT(parent_node->Windows.Size == 0);
}
IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
ImVec2 backup_last_explicit_size = parent_node->SizeRef;
DockNodeMoveChildNodes(parent_node, merge_lead_child);
if (child_0)
{
DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
}
if (child_1)
{
DockNodeMoveWindows(parent_node, child_1);
DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
}
DockNodeApplyPosSizeToWindows(parent_node);
parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
parent_node->SizeRef = backup_last_explicit_size;
// Flags transfer
parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
parent_node->UpdateMergedFlags();
if (child_0)
{
ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
IM_DELETE(child_0);
}
if (child_1)
{
ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
IM_DELETE(child_1);
}
}
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
// (Depth-first, Pre-Order)
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
{
// During the regular dock node update we write to all nodes.
// 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
ImGuiContext& g = *GImGui;
const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
if (write_to_node)
{
node->Pos = pos;
node->Size = size;
}
if (node->IsLeafNode())
return;
ImGuiDockNode* child_0 = node->ChildNodes[0];
ImGuiDockNode* child_1 = node->ChildNodes[1];
ImVec2 child_0_pos = pos, child_1_pos = pos;
ImVec2 child_0_size = size, child_1_size = size;
const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
{
const float spacing = g.Style.DockingSeparatorSize;
const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
const float size_avail = ImMax(size[axis] - spacing, 0.0f);
// Size allocation policy
// 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
// FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
// Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
// Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
// 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
{
child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
}
else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
{
child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
}
else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
{
// FIXME-DOCK: We cannot honor the requested size, so apply ratio.
// Currently this path will only be taken if code programmatically sets WantLockSizeOnce
float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
}
// 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
{
child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
child_1_size[axis] = (size_avail - child_0_size[axis]);
}
else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
{
child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
child_0_size[axis] = (size_avail - child_1_size[axis]);
}
else
{
// 4) Otherwise distribute according to the relative ratio of each SizeRef value
float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
child_1_size[axis] = (size_avail - child_0_size[axis]);
}
child_1_pos[axis] += spacing + child_0_size[axis];
}
if (only_write_to_single_node == NULL)
child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
if (child_0_recurse)
DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
if (child_1_recurse)
DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
}
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
{
if (node->IsLeafNode())
{
touching_nodes->push_back(node);
return;
}
if (node->ChildNodes[0]->IsVisible)
if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
if (node->ChildNodes[1]->IsVisible)
if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
}
// (Depth-First, Pre-Order)
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
{
if (node->IsLeafNode())
return;
ImGuiContext& g = *GImGui;
ImGuiDockNode* child_0 = node->ChildNodes[0];
ImGuiDockNode* child_1 = node->ChildNodes[1];
if (child_0->IsVisible && child_1->IsVisible)
{
// Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
IM_ASSERT(axis != ImGuiAxis_None);
ImRect bb;
bb.Min = child_0->Pos;
bb.Max = child_1->Pos;
bb.Min[axis] += child_0->Size[axis];
bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
//if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
{
ImGuiWindow* window = g.CurrentWindow;
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
}
else
{
//bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
//bb.Max[axis] -= 1;
PushID(node->ID);
// Find resizing limits by gathering list of nodes that are touching the splitter line.
ImVector<ImGuiDockNode*> touching_nodes[2];
float min_size = g.Style.WindowMinSize[axis];
float resize_limits[2];
resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
ImGuiID splitter_id = GetID("##Splitter");
if (g.ActiveId == splitter_id) // Only process when splitter is active
{
DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
// [DEBUG] Render touching nodes & limits
/*
ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
for (int n = 0; n < 2; n++)
{
for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
if (axis == ImGuiAxis_X)
draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
else
draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
}
*/
}
// Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
float cur_size_0 = child_0->Size[axis];
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];
ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
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, bg_col))
{
if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
{
child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
// Lock the size of every node that is a sibling of the node we are touching
// This might be less desirable if we can merge sibling of a same axis into the same parental level.
for (int side_n = 0; side_n < 2; side_n++)
for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
{
ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
//ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
//draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
while (touching_node->ParentNode != node)
{
if (touching_node->ParentNode->SplitAxis == axis)
{
// Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
node_to_preserve->WantLockSizeOnce = true;
//draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
//draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
}
touching_node = touching_node->ParentNode;
}
}
DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
MarkIniSettingsDirty();
}
}
PopID();
}
}
if (child_0->IsVisible)
DockNodeTreeUpdateSplitter(child_0);
if (child_1->IsVisible)
DockNodeTreeUpdateSplitter(child_1);
}
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
{
if (node->IsLeafNode())
return node;
if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
return leaf_node;
if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
return leaf_node;
return NULL;
}
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
{
if (!node->IsVisible)
return NULL;
const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
ImRect r(node->Pos, node->Pos + node->Size);
r.Expand(dock_spacing * 0.5f);
bool inside = r.Contains(pos);
if (!inside)
return NULL;
if (node->IsLeafNode())
return node;
if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
return hovered_node;
if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
return hovered_node;
// This means we are hovering over the splitter/spacing of a parent node
return node;
}
//-----------------------------------------------------------------------------
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
//-----------------------------------------------------------------------------
// - SetWindowDock() [Internal]
// - DockSpace()
// - DockSpaceOverViewport()
//-----------------------------------------------------------------------------
// [Internal] Called via SetNextWindowDockID()
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
return;
window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
if (window->DockId == dock_id)
return;
// If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
ImGuiContext& g = *GImGui;
if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
if (new_node->IsSplitNode())
{
// Policy: Find central node or latest focused node. We first move back to our root node.
new_node = DockNodeGetRootNode(new_node);
if (new_node->CentralNode)
{
IM_ASSERT(new_node->CentralNode->IsCentralNode());
dock_id = new_node->CentralNode->ID;
}
else
{
dock_id = new_node->LastFocusedNodeId;
}
}
if (window->DockId == dock_id)
return;
if (window->DockNode)
DockNodeRemoveWindow(window->DockNode, window, 0);
window->DockId = dock_id;
}
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindowRead();
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
return 0;
// Early out if parent window is hidden/collapsed
// This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
// If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
if (window->SkipItems)
flags |= ImGuiDockNodeFlags_KeepAliveOnly;
if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
IM_ASSERT(dockspace_id != 0);
ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id);
if (node == NULL)
{
IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id);
node = DockContextAddNode(&g, dockspace_id);
node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
}
if (window_class && window_class->ClassId != node->WindowClass.ClassId)
IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId);
node->SharedFlags = flags;
node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
// When a DockSpace transitioned form implicit to explicit this may be called a second time
// It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
{
IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
return dockspace_id;
}
node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
// Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
{
node->LastFrameAlive = g.FrameCount;
return dockspace_id;
}
const ImVec2 content_avail = GetContentRegionAvail();
ImVec2 size = ImTrunc(size_arg);
if (size.x <= 0.0f)
size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
if (size.y <= 0.0f)
size.y = ImMax(content_avail.y + size.y, 4.0f);
IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
node->Pos = window->DC.CursorPos;
node->Size = node->SizeRef = size;
SetNextWindowPos(node->Pos);
SetNextWindowSize(node->Size);
g.NextWindowData.PosUndock = false;
// FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
// FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
window_flags |= ImGuiWindowFlags_NoBackground;
char title[256];
ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
Begin(title, NULL, window_flags);
PopStyleVar();
ImGuiWindow* host_window = g.CurrentWindow;
DockNodeSetupHostWindow(node, host_window);
host_window->ChildId = window->GetID(title);
node->OnlyNodeWithWindows = NULL;
IM_ASSERT(node->IsRootNode());
// We need to handle the rare case were a central node is missing.
// This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
// Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
// It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
// The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
// as it doesn't make sense for an empty dockspace to not have this property.
if (node->IsLeafNode() && !node->IsCentralNode())
node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
// Update the node
DockNodeUpdate(node);
End();
ImRect bb(node->Pos, node->Pos + size);
ItemSize(size);
ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
return dockspace_id;
}
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar().
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
{
if (viewport == NULL)
viewport = GetMainViewport();
// Submit a window filling the entire viewport
SetNextWindowPos(viewport->WorkPos);
SetNextWindowSize(viewport->WorkSize);
SetNextWindowViewport(viewport->ID);
ImGuiWindowFlags host_window_flags = 0;
host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
host_window_flags |= ImGuiWindowFlags_NoBackground;
char label[32];
ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID);
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
Begin(label, NULL, host_window_flags);
PopStyleVar(3);
// Submit the dockspace
if (dockspace_id == 0)
dockspace_id = GetID("DockSpace");
DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
End();
return dockspace_id;
}
//-----------------------------------------------------------------------------
// Docking: Builder Functions
//-----------------------------------------------------------------------------
// Very early end-user API to manipulate dock nodes.
// Only available in imgui_internal.h. Expect this API to change/break!
// It is expected that those functions are all called _before_ the dockspace node submission.
//-----------------------------------------------------------------------------
// - DockBuilderDockWindow()
// - DockBuilderGetNode()
// - DockBuilderSetNodePos()
// - DockBuilderSetNodeSize()
// - DockBuilderAddNode()
// - DockBuilderRemoveNode()
// - DockBuilderRemoveNodeChildNodes()
// - DockBuilderRemoveNodeDockedWindows()
// - DockBuilderSplitNode()
// - DockBuilderCopyNodeRec()
// - DockBuilderCopyNode()
// - DockBuilderCopyWindowSettings()
// - DockBuilderCopyDockSpace()
// - DockBuilderFinish()
//-----------------------------------------------------------------------------
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
{
// We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
ImGuiContext& g = *GImGui; IM_UNUSED(g);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
ImGuiID window_id = ImHashStr(window_name);
if (ImGuiWindow* window = FindWindowByID(window_id))
{
// Apply to created window
ImGuiID prev_node_id = window->DockId;
SetWindowDock(window, node_id, ImGuiCond_Always);
if (window->DockId != prev_node_id)
window->DockOrder = -1;
}
else
{
// Apply to settings
ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
if (settings == NULL)
settings = CreateNewWindowSettings(window_name);
if (settings->DockId != node_id)
settings->DockOrder = -1;
settings->DockId = node_id;
}
}
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
{
ImGuiContext& g = *GImGui;
return DockContextFindNodeByID(&g, node_id);
}
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
{
ImGuiContext& g = *GImGui;
ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
if (node == NULL)
return;
node->Pos = pos;
node->AuthorityForPos = ImGuiDataAuthority_DockNode;
}
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
{
ImGuiContext& g = *GImGui;
ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
if (node == NULL)
return;
IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
node->Size = node->SizeRef = size;
node->AuthorityForSize = ImGuiDataAuthority_DockNode;
}
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
// - Use (id == 0) to let the system allocate a node identifier.
// - Existing node with a same id will be removed.
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
{
ImGuiContext& g = *GImGui; IM_UNUSED(g);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
if (node_id != 0)
DockBuilderRemoveNode(node_id);
ImGuiDockNode* node = NULL;
if (flags & ImGuiDockNodeFlags_DockSpace)
{
DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
node = DockContextFindNodeByID(&g, node_id);
}
else
{
node = DockContextAddNode(&g, node_id);
node->SetLocalFlags(flags);
}
node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame.
return node->ID;
}
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
{
ImGuiContext& g = *GImGui; IM_UNUSED(g);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
if (node == NULL)
return;
DockBuilderRemoveNodeDockedWindows(node_id, true);
DockBuilderRemoveNodeChildNodes(node_id);
// Node may have moved or deleted if e.g. any merge happened
node = DockContextFindNodeByID(&g, node_id);
if (node == NULL)
return;
if (node->IsCentralNode() && node->ParentNode)
node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
DockContextRemoveNode(&g, node, true);
}
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
{
ImGuiContext& g = *GImGui;
ImGuiDockContext* dc = &g.DockContext;
ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
if (root_id && root_node == NULL)
return;
bool has_central_node = false;
ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
// Process active windows
ImVector<ImGuiDockNode*> nodes_to_remove;
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
{
bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
if (want_removal)
{
if (node->IsCentralNode())
has_central_node = true;
if (root_id != 0)
DockContextQueueNotifyRemovedNode(&g, node);
if (root_node)
{
DockNodeMoveWindows(root_node, node);
DockSettingsRenameNodeReferences(node->ID, root_node->ID);
}
nodes_to_remove.push_back(node);
}
}
// DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
// Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
if (root_node)
{
root_node->AuthorityForPos = backup_root_node_authority_for_pos;
root_node->AuthorityForSize = backup_root_node_authority_for_size;
}
// Apply to settings
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (ImGuiID window_settings_dock_id = settings->DockId)
for (int n = 0; n < nodes_to_remove.Size; n++)
if (nodes_to_remove[n]->ID == window_settings_dock_id)
{
settings->DockId = root_id;
break;
}
// Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
if (nodes_to_remove.Size > 1)
ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
for (int n = 0; n < nodes_to_remove.Size; n++)
DockContextRemoveNode(&g, nodes_to_remove[n], false);
if (root_id == 0)
{
dc->Nodes.Clear();
dc->Requests.clear();
}
else if (has_central_node)
{
root_node->CentralNode = root_node;
root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
}
}
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
{
// Clear references in settings
ImGuiContext& g = *GImGui;
if (clear_settings_refs)
{
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
{
bool want_removal = (root_id == 0) || (settings->DockId == root_id);
if (!want_removal && settings->DockId != 0)
if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
if (DockNodeGetRootNode(node)->ID == root_id)
want_removal = true;
if (want_removal)
settings->DockId = 0;
}
}
// Clear references in windows
for (int n = 0; n < g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
if (want_removal)
{
const ImGuiID backup_dock_id = window->DockId;
IM_UNUSED(backup_dock_id);
DockContextProcessUndockWindow(&g, window, clear_settings_refs);
if (!clear_settings_refs)
IM_ASSERT(window->DockId == backup_dock_id);
}
}
}
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
// FIXME-DOCK: We are not exposing nor using split_outer.
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(split_dir != ImGuiDir_None);
IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
if (node == NULL)
{
IM_ASSERT(node != NULL);
return 0;
}
IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
ImGuiDockRequest req;
req.Type = ImGuiDockRequestType_Split;
req.DockTargetWindow = NULL;
req.DockTargetNode = node;
req.DockPayload = NULL;
req.DockSplitDir = split_dir;
req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
req.DockSplitOuter = false;
DockContextProcessDock(&g, &req);
ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
if (out_id_at_dir)
*out_id_at_dir = id_at_dir;
if (out_id_at_opposite_dir)
*out_id_at_opposite_dir = id_at_opposite_dir;
return id_at_dir;
}
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
{
ImGuiContext& g = *GImGui;
ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
dst_node->SharedFlags = src_node->SharedFlags;
dst_node->LocalFlags = src_node->LocalFlags;
dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
dst_node->Pos = src_node->Pos;
dst_node->Size = src_node->Size;
dst_node->SizeRef = src_node->SizeRef;
dst_node->SplitAxis = src_node->SplitAxis;
dst_node->UpdateMergedFlags();
out_node_remap_pairs->push_back(src_node->ID);
out_node_remap_pairs->push_back(dst_node->ID);
for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
if (src_node->ChildNodes[child_n])
{
dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
dst_node->ChildNodes[child_n]->ParentNode = dst_node;
}
IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
return dst_node;
}
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(src_node_id != 0);
IM_ASSERT(dst_node_id != 0);
IM_ASSERT(out_node_remap_pairs != NULL);
DockBuilderRemoveNode(dst_node_id);
ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
IM_ASSERT(src_node != NULL);
out_node_remap_pairs->clear();
DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
}
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
{
ImGuiWindow* src_window = FindWindowByName(src_name);
if (src_window == NULL)
return;
if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
{
dst_window->Pos = src_window->Pos;
dst_window->Size = src_window->Size;
dst_window->SizeFull = src_window->SizeFull;
dst_window->Collapsed = src_window->Collapsed;
}
else
{
ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
if (!dst_settings)
dst_settings = CreateNewWindowSettings(dst_name);
ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
{
dst_settings->ViewportPos = window_pos_2ih;
dst_settings->ViewportId = src_window->ViewportId;
dst_settings->Pos = ImVec2ih(0, 0);
}
else
{
dst_settings->Pos = window_pos_2ih;
}
dst_settings->Size = ImVec2ih(src_window->SizeFull);
dst_settings->Collapsed = src_window->Collapsed;
}
}
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(src_dockspace_id != 0);
IM_ASSERT(dst_dockspace_id != 0);
IM_ASSERT(in_window_remap_pairs != NULL);
IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
// Duplicate entire dock
// FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
// whereas we could attempt to at least keep them together in a new, same floating node.
ImVector<ImGuiID> node_remap_pairs;
DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
// Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
// (The windows associated to src_dockspace_id are staying in place)
ImVector<ImGuiID> src_windows;
for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
{
const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
ImGuiID src_window_id = ImHashStr(src_window_name);
src_windows.push_back(src_window_id);
// Search in the remapping tables
ImGuiID src_dock_id = 0;
if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
src_dock_id = src_window->DockId;
else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
src_dock_id = src_window_settings->DockId;
ImGuiID dst_dock_id = 0;
for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
if (node_remap_pairs[dock_remap_n] == src_dock_id)
{
dst_dock_id = node_remap_pairs[dock_remap_n + 1];
//node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
break;
}
if (dst_dock_id != 0)
{
// Docked windows gets redocked into the new node hierarchy.
IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
DockBuilderDockWindow(dst_window_name, dst_dock_id);
}
else
{
// Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
// When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
}
}
// Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
// Find those windows and move to them to the cloned dock node. This may be optional?
// Dock those are a second step as undocking would invalidate source dock nodes.
struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
ImVector<DockRemainingWindowTask> dock_remaining_windows;
for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
{
ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
for (int window_n = 0; window_n < node->Windows.Size; window_n++)
{
ImGuiWindow* window = node->Windows[window_n];
if (src_windows.contains(window->ID))
continue;
// Docked windows gets redocked into the new node hierarchy.
IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
}
}
for (const DockRemainingWindowTask& task : dock_remaining_windows)
DockBuilderDockWindow(task.Window->Name, task.DockId);
}
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
void ImGui::DockBuilderFinish(ImGuiID root_id)
{
ImGuiContext& g = *GImGui;
//DockContextRebuild(&g);
DockContextBuildAddWindowsToNodes(&g, root_id);
}
//-----------------------------------------------------------------------------
// Docking: Begin/End Support Functions (called from Begin/End)
//-----------------------------------------------------------------------------
// - GetWindowAlwaysWantOwnTabBar()
// - DockContextBindNodeToWindow()
// - BeginDocked()
// - BeginDockableDragDropSource()
// - BeginDockableDragDropTarget()
//-----------------------------------------------------------------------------
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
return true;
return false;
}
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
{
ImGuiContext& g = *ctx;
ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
IM_ASSERT(window->DockNode == NULL);
// We should not be docking into a split node (SetWindowDock should avoid this)
if (node && node->IsSplitNode())
{
DockContextProcessUndockWindow(ctx, window);
return NULL;
}
// Create node
if (node == NULL)
{
node = DockContextAddNode(ctx, window->DockId);
node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
node->LastFrameAlive = g.FrameCount;
}
// If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
// so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
// If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
// This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
if (!node->IsVisible)
{
ImGuiDockNode* ancestor_node = node;
while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
ancestor_node = ancestor_node->ParentNode;
IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
}
// Add window to node
bool node_was_visible = node->IsVisible;
DockNodeAddWindow(node, window, true);
node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
IM_ASSERT(node == window->DockNode);
return node;
}
static void StoreDockStyleForWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
}
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
{
ImGuiContext& g = *GImGui;
// Clear fields ahead so most early-out paths don't have to do it
window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
if (auto_dock_node)
{
if (window->DockId == 0)
{
IM_ASSERT(window->DockNode == NULL);
window->DockId = DockContextGenNodeID(&g);
}
}
else
{
// Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
bool want_undock = false;
want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
if (want_undock)
{
DockContextProcessUndockWindow(&g, window);
return;
}
}
// Bind to our dock node
ImGuiDockNode* node = window->DockNode;
if (node != NULL)
IM_ASSERT(window->DockId == node->ID);
if (window->DockId != 0 && node == NULL)
{
node = DockContextBindNodeToWindow(&g, window);
if (node == NULL)
return;
}
#if 0
// Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
{
DockContextProcessUndockWindow(ctx, window);
return;
}
#endif
// Undock if our dockspace node disappeared
// Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
if (node->LastFrameAlive < g.FrameCount)
{
// If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
ImGuiDockNode* root_node = DockNodeGetRootNode(node);
if (root_node->LastFrameAlive < g.FrameCount)
DockContextProcessUndockWindow(&g, window);
else
window->DockIsActive = true;
return;
}
// Store style overrides
StoreDockStyleForWindow(window);
// Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
// and never create neither a host window neither a tab bar.
// FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
if (node->HostWindow == NULL)
{
if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
window->DockIsActive = true;
if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
DockNodeHideWindowDuringHostWindowCreation(window);
return;
}
// We can have zero-sized nodes (e.g. children of a small-size dockspace)
IM_ASSERT(node->HostWindow);
IM_ASSERT(node->IsLeafNode());
IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
node->State = ImGuiDockNodeState_HostWindowVisible;
// Undock if we are submitted earlier than the host window
if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
{
DockContextProcessUndockWindow(&g, window);
return;
}
// Position/Size window
SetNextWindowPos(node->Pos);
SetNextWindowSize(node->Size);
g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
window->DockIsActive = true;
window->DockNodeIsVisible = true;
window->DockTabIsVisible = false;
if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
return;
// When the window is selected we mark it as visible.
if (node->VisibleWindow == window)
window->DockTabIsVisible = true;
// Update window flag
IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
if (node->IsHiddenTabBar() || node->IsNoTabBar())
window->Flags |= ImGuiWindowFlags_NoTitleBar;
else
window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
// Save new dock order only if the window has been visible once already
// This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
if (node->TabBar && window->WasActive)
window->DockOrder = (short)DockNodeGetTabOrder(window);
if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
*p_open = false;
// Update ChildId to allow returning from Child to Parent with Escape
ImGuiWindow* parent_window = window->DockNode->HostWindow;
window->ChildId = parent_window->GetID(window->Name);
}
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == window->MoveId);
IM_ASSERT(g.MovingWindow == window);
IM_ASSERT(g.CurrentWindow == window);
// 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
{
// When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
// We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
// (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
IM_ASSERT(g.NextWindowData.Flags == 0);
if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
return;
}
g.LastItemData.ID = window->MoveId;
window = window->RootWindowDockTree;
IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
{
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
EndDragDropSource();
StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it.
}
}
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
//IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
if (!g.DragDropActive)
return;
//GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
return;
// Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
// (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
const ImGuiPayload* payload = &g.DragDropPayload;
if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
{
EndDragDropTarget();
return;
}
ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
{
// Select target node
// (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
bool dock_into_floating_window = false;
ImGuiDockNode* node = NULL;
if (window->DockNodeAsHost)
{
// Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
// There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
// In this case we need to fallback into any leaf mode, possibly the central node.
// FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
if (node && node->IsDockSpace() && node->IsRootNode())
node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
}
else
{
if (window->DockNode)
node = window->DockNode;
else
dock_into_floating_window = true; // Dock into a regular window
}
const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
// Preview docking request and find out split direction/ratio
//const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
const bool do_preview = payload->IsPreview() || payload->IsDelivery();
if (do_preview && (node != NULL || dock_into_floating_window))
{
// If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
ImGuiDockPreviewData split_inner;
ImGuiDockPreviewData split_outer;
ImGuiDockPreviewData* split_data = &split_inner;
if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
{
DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
if (split_outer.IsSplitDirExplicit)
split_data = &split_outer;
}
if (!node || node->IsLeafNode())
DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
if (split_data == &split_outer)
split_inner.IsDropAllowed = false;
// Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
DockNodePreviewDockRender(window, node, payload_window, &split_inner);
DockNodePreviewDockRender(window, node, payload_window, &split_outer);
// Queue docking request
if (split_data->IsDropAllowed && payload->IsDelivery())
DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
}
}
EndDragDropTarget();
}
//-----------------------------------------------------------------------------
// Docking: Settings
//-----------------------------------------------------------------------------
// - DockSettingsRenameNodeReferences()
// - DockSettingsRemoveNodeReferences()
// - DockSettingsFindNodeSettings()
// - DockSettingsHandler_ApplyAll()
// - DockSettingsHandler_ReadOpen()
// - DockSettingsHandler_ReadLine()
// - DockSettingsHandler_DockNodeToSettings()
// - DockSettingsHandler_WriteAll()
//-----------------------------------------------------------------------------
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
{
ImGuiContext& g = *GImGui;
IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
for (int window_n = 0; window_n < g.Windows.Size; window_n++)
{
ImGuiWindow* window = g.Windows[window_n];
if (window->DockId == old_node_id && window->DockNode == NULL)
window->DockId = new_node_id;
}
//// FIXME-OPT: We could remove this loop by storing the index in the map
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->DockId == old_node_id)
settings->DockId = new_node_id;
}
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
{
ImGuiContext& g = *GImGui;
int found = 0;
//// FIXME-OPT: We could remove this loop by storing the index in the map
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
for (int node_n = 0; node_n < node_ids_count; node_n++)
if (settings->DockId == node_ids[node_n])
{
settings->DockId = 0;
settings->DockOrder = -1;
if (++found < node_ids_count)
break;
return;
}
}
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
{
// FIXME-OPT
ImGuiDockContext* dc = &ctx->DockContext;
for (int n = 0; n < dc->NodesSettings.Size; n++)
if (dc->NodesSettings[n].ID == id)
return &dc->NodesSettings[n];
return NULL;
}
// Clear settings data
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
ImGuiDockContext* dc = &ctx->DockContext;
dc->NodesSettings.clear();
DockContextClearNodes(ctx, 0, true);
}
// Recreate nodes based on settings data
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{
// Prune settings at boot time only
ImGuiDockContext* dc = &ctx->DockContext;
if (ctx->Windows.Size == 0)
DockContextPruneUnusedSettingsNodes(ctx);
DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
DockContextBuildAddWindowsToNodes(ctx, 0);
}
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
if (strcmp(name, "Data") != 0)
return NULL;
return (void*)1;
}
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
{
char c = 0;
int x = 0, y = 0;
int r = 0;
// Parsing, e.g.
// " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
// " DockNode ID=0x00000002 Parent=0x00000001 "
// Important: this code expect currently fields in a fixed order.
ImGuiDockNodeSettings node;
line = ImStrSkipBlank(line);
if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); }
else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
else return;
if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return;
if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; }
if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
if (node.ParentNodeId == 0)
{
if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
}
else
{
if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
}
if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
if (node.ParentNodeId != 0)
if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
node.Depth = parent_settings->Depth + 1;
ctx->DockContext.NodesSettings.push_back(node);
}
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
{
ImGuiDockNodeSettings node_settings;
IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
node_settings.ID = node->ID;
node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
node_settings.SelectedTabId = node->SelectedTabId;
node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
node_settings.Depth = (char)depth;
node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
node_settings.Pos = ImVec2ih(node->Pos);
node_settings.Size = ImVec2ih(node->Size);
node_settings.SizeRef = ImVec2ih(node->SizeRef);
dc->NodesSettings.push_back(node_settings);
if (node->ChildNodes[0])
DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
if (node->ChildNodes[1])
DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
}
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
ImGuiContext& g = *ctx;
ImGuiDockContext* dc = &ctx->DockContext;
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
return;
// Gather settings data
// (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
dc->NodesSettings.resize(0);
dc->NodesSettings.reserve(dc->Nodes.Data.Size);
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
if (node->IsRootNode())
DockSettingsHandler_DockNodeToSettings(dc, node, 0);
int max_depth = 0;
for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
// Write to text buffer
buf->appendf("[%s][Data]\n", handler->TypeName);
for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
{
const int line_start_pos = buf->size(); (void)line_start_pos;
const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file
buf->appendf(" ID=0x%08X", node_settings->ID);
if (node_settings->ParentNodeId)
{
buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
}
else
{
if (node_settings->ParentWindowId)
buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
}
if (node_settings->SplitAxis != ImGuiAxis_None)
buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
buf->appendf(" NoResize=1");
if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
buf->appendf(" CentralNode=1");
if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
buf->appendf(" NoTabBar=1");
if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
buf->appendf(" HiddenTabBar=1");
if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
buf->appendf(" NoWindowMenuButton=1");
if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
buf->appendf(" NoCloseButton=1");
if (node_settings->SelectedTabId)
buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
// [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
if (g.IO.ConfigDebugIniSettings)
if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
{
buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
// Iterate settings so we can give info about windows that didn't exist during the session.
int contains_window = 0;
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->DockId == node_settings->ID)
{
if (contains_window++ == 0)
buf->appendf(" ; contains ");
buf->appendf("'%s' ", settings->GetName());
}
}
buf->appendf("\n");
}
buf->appendf("\n");
}
//-----------------------------------------------------------------------------
// [SECTION] PLATFORM DEPENDENT HELPERS
//-----------------------------------------------------------------------------
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
#ifdef _MSC_VER
#pragma comment(lib, "user32")
#pragma comment(lib, "kernel32")
#endif
// Win32 clipboard implementation
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
{
ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
g.ClipboardHandlerData.clear();
if (!::OpenClipboard(NULL))
return NULL;
HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
if (wbuf_handle == NULL)
{
::CloseClipboard();
return NULL;
}
if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
{
int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
g.ClipboardHandlerData.resize(buf_len);
::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
}
::GlobalUnlock(wbuf_handle);
::CloseClipboard();
return g.ClipboardHandlerData.Data;
}
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
if (!::OpenClipboard(NULL))
return;
const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
if (wbuf_handle == NULL)
{
::CloseClipboard();
return;
}
WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
::GlobalUnlock(wbuf_handle);
::EmptyClipboard();
if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
::GlobalFree(wbuf_handle);
::CloseClipboard();
}
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
#include <Carbon/Carbon.h> // Use old API to avoid need for separate .mm file
static PasteboardRef main_clipboard = 0;
// OSX clipboard implementation
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
if (!main_clipboard)
PasteboardCreate(kPasteboardClipboard, &main_clipboard);
PasteboardClear(main_clipboard);
CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
if (cf_data)
{
PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
CFRelease(cf_data);
}
}
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
{
ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
if (!main_clipboard)
PasteboardCreate(kPasteboardClipboard, &main_clipboard);
PasteboardSynchronize(main_clipboard);
ItemCount item_count = 0;
PasteboardGetItemCount(main_clipboard, &item_count);
for (ItemCount i = 0; i < item_count; i++)
{
PasteboardItemID item_id = 0;
PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
CFArrayRef flavor_type_array = 0;
PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
{
CFDataRef cf_data;
if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
{
g.ClipboardHandlerData.clear();
int length = (int)CFDataGetLength(cf_data);
g.ClipboardHandlerData.resize(length + 1);
CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
g.ClipboardHandlerData[length] = 0;
CFRelease(cf_data);
return g.ClipboardHandlerData.Data;
}
}
}
return NULL;
}
#else
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
{
ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
}
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
{
ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
g.ClipboardHandlerData.clear();
const char* text_end = text + strlen(text);
g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
g.ClipboardHandlerData[(int)(text_end - text)] = 0;
}
#endif
// Win32 API IME support (for Asian languages, etc.)
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
// Notify OS Input Method Editor of text input position
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (hwnd == 0)
return;
//::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM composition_form = {};
composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
composition_form.dwStyle = CFS_FORCE_POSITION;
::ImmSetCompositionWindow(himc, &composition_form);
CANDIDATEFORM candidate_form = {};
candidate_form.dwStyle = CFS_CANDIDATEPOS;
candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
::ImmSetCandidateWindow(himc, &candidate_form);
::ImmReleaseContext(hwnd, himc);
}
}
#else
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
#endif
//-----------------------------------------------------------------------------
// [SECTION] METRICS/DEBUGGER WINDOW
//-----------------------------------------------------------------------------
// - DebugRenderViewportThumbnail() [Internal]
// - RenderViewportsThumbnails() [Internal]
// - DebugTextEncoding()
// - MetricsHelpMarker() [Internal]
// - ShowFontAtlas() [Internal]
// - ShowMetricsWindow()
// - DebugNodeColumns() [Internal]
// - DebugNodeDockNode() [Internal]
// - DebugNodeDrawList() [Internal]
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
// - DebugNodeFont() [Internal]
// - DebugNodeFontGlyph() [Internal]
// - DebugNodeStorage() [Internal]
// - DebugNodeTabBar() [Internal]
// - DebugNodeViewport() [Internal]
// - DebugNodeWindow() [Internal]
// - DebugNodeWindowSettings() [Internal]
// - DebugNodeWindowsList() [Internal]
// - DebugNodeWindowsListByBeginStackParent() [Internal]
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 scale = bb.GetSize() / viewport->Size;
ImVec2 off = bb.Min - viewport->Pos * scale;
float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
for (ImGuiWindow* thumb_window : g.Windows)
{
if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
continue;
if (thumb_window->Viewport != viewport)
continue;
ImRect thumb_r = thumb_window->Rect();
ImRect title_r = thumb_window->TitleBarRect();
thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale));
title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
thumb_r.ClipWithFull(bb);
title_r.ClipWithFull(bb);
const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
}
draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
}
static void RenderViewportsThumbnails()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Draw monitor and calculate their boundaries
float SCALE = 1.0f / 8.0f;
ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
ImVec2 p = window->DC.CursorPos;
ImVec2 off = p - bb_full.Min * SCALE;
for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
{
ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE);
window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f);
window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f);
}
// Draw viewports
for (ImGuiViewportP* viewport : g.Viewports)
{
ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
}
ImGui::Dummy(bb_full.GetSize() * SCALE);
}
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
{
const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
return b->LastFocusedStampCount - a->LastFocusedStampCount;
}
// Draw an arbitrary US keyboard layout to visualize translated keys
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
{
const float scale = ImGui::GetFontSize() / 13.0f;
const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
const float key_rounding = 3.0f * scale;
const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
const float key_face_rounding = 2.0f * scale;
const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
const float key_row_offset = 9.0f * scale;
ImVec2 board_min = GetCursorScreenPos();
ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
const KeyLayoutData keys_to_display[] =
{
{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
};
// Elements rendered manually via ImDrawList API are not clipped automatically.
// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
Dummy(board_max - board_min);
if (!IsItemVisible())
return;
draw_list->PushClipRect(board_min, board_max, true);
for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
{
const KeyLayoutData* key_data = &keys_to_display[n];
ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
ImVec2 key_max = key_min + key_size;
draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
if (IsKeyDown(key_data->Key))
draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
}
draw_list->PopClipRect();
}
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
void ImGui::DebugTextEncoding(const char* str)
{
Text("Text: \"%s\"", str);
if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
return;
TableSetupColumn("Offset");
TableSetupColumn("UTF-8");
TableSetupColumn("Glyph");
TableSetupColumn("Codepoint");
TableHeadersRow();
for (const char* p = str; *p != 0; )
{
unsigned int c;
const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
TableNextColumn();
Text("%d", (int)(p - str));
TableNextColumn();
for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
{
if (byte_index > 0)
SameLine();
Text("0x%02X", (int)(unsigned char)p[byte_index]);
}
TableNextColumn();
if (GetFont()->FindGlyphNoFallback((ImWchar)c))
TextUnformatted(p, p + c_utf8_len);
else
TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
TableNextColumn();
Text("U+%04X", (int)c);
p += c_utf8_len;
}
EndTable();
}
static void DebugFlashStyleColorStop()
{
ImGuiContext& g = *GImGui;
if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
}
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
{
ImGuiContext& g = *GImGui;
DebugFlashStyleColorStop();
g.DebugFlashStyleColorTime = 0.5f;
g.DebugFlashStyleColorIdx = idx;
g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
}
void ImGui::UpdateDebugToolFlashStyleColor()
{
ImGuiContext& g = *GImGui;
if (g.DebugFlashStyleColorTime <= 0.0f)
return;
ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
DebugFlashStyleColorStop();
}
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (ImFont* font : atlas->Fonts)
{
PushID(font);
DebugNodeFont(font);
PopID();
}
if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImGuiContext& g = *GImGui;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
TreePop();
}
}
void ImGui::ShowMetricsWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
if (cfg->ShowDebugLog)
ShowDebugLogWindow(&cfg->ShowDebugLog);
if (cfg->ShowIDStackTool)
ShowIDStackToolWindow(&cfg->ShowIDStackTool);
if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
// [DEBUG] Clear debug breaks hooks after exactly one cycle.
DebugBreakClearData();
// Basic info
Text("Dear ImGui %s", GetVersion());
Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
//SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
Separator();
// Debugging enums
enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
if (cfg->ShowWindowsRectsType < 0)
cfg->ShowWindowsRectsType = WRT_WorkRect;
if (cfg->ShowTablesRectsType < 0)
cfg->ShowTablesRectsType = TRT_WorkRect;
struct Funcs
{
static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
{
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
if (rect_type == TRT_OuterRect) { return table->OuterRect; }
else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
IM_ASSERT(0);
return ImRect();
}
static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
{
if (rect_type == WRT_OuterRect) { return window->Rect(); }
else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; }
else if (rect_type == WRT_InnerRect) { return window->InnerRect; }
else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; }
else if (rect_type == WRT_WorkRect) { return window->WorkRect; }
else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; }
IM_ASSERT(0);
return ImRect();
}
};
// Tools
if (TreeNode("Tools"))
{
// Debug Break features
// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
SameLine();
MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
DebugStartItemPicker();
Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
SeparatorText("Visualize");
Checkbox("Show Debug Log", &cfg->ShowDebugLog);
SameLine();
MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
SameLine();
MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
SameLine();
SetNextItemWidth(GetFontSize() * 12);
cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
if (cfg->ShowWindowsRects && g.NavWindow != NULL)
{
BulletText("'%s':", g.NavWindow->Name);
Indent();
for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
{
ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
}
Unindent();
}
Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
SameLine();
SetNextItemWidth(GetFontSize() * 12);
cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
if (cfg->ShowTablesRects && g.NavWindow != NULL)
{
for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
{
ImGuiTable* table = g.Tables.TryGetMapData(table_n);
if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
continue;
BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
if (IsItemHovered())
GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
Indent();
char buf[128];
for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
{
if (rect_n >= TRT_ColumnsRect)
{
if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
continue;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
Selectable(buf);
if (IsItemHovered())
GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
}
}
else
{
ImRect r = Funcs::GetTableRect(table, rect_n, -1);
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
Selectable(buf);
if (IsItemHovered())
GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
}
}
Unindent();
}
}
Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
SeparatorText("Validate");
Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
SameLine();
MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
SameLine();
MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
if (cfg->ShowTextEncodingViewer)
{
static char buf[64] = "";
SetNextItemWidth(-FLT_MIN);
InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
if (buf[0] != 0)
DebugTextEncoding(buf);
}
TreePop();
}
// Windows
if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
{
//SetNextItemOpen(true, ImGuiCond_Once);
DebugNodeWindowsList(&g.Windows, "By display order");
DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
if (TreeNode("By submission order (begin stack)"))
{
// Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
temp_buffer.resize(0);
for (ImGuiWindow* window : g.Windows)
if (window->LastFrameActive + 1 >= g.FrameCount)
temp_buffer.push_back(window);
struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
TreePop();
}
TreePop();
}
// DrawLists
int drawlist_count = 0;
for (ImGuiViewportP* viewport : g.Viewports)
drawlist_count += viewport->DrawDataP.CmdLists.Size;
if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
{
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
for (ImGuiViewportP* viewport : g.Viewports)
{
bool viewport_has_drawlist = false;
for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
{
if (!viewport_has_drawlist)
Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
viewport_has_drawlist = true;
DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
}
}
TreePop();
}
// Viewports
if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
{
cfg->HighlightMonitorIdx = -1;
bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
SameLine();
MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
if (open)
{
for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
{
const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
i, mon.DpiScale * 100.0f,
mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
if (IsItemHovered())
cfg->HighlightMonitorIdx = i;
}
TreePop();
}
SetNextItemOpen(true, ImGuiCond_Once);
if (TreeNode("Windows Minimap"))
{
RenderViewportsThumbnails();
TreePop();
}
cfg->HighlightViewportID = 0;
BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
if (TreeNode("Inferred Z order (front-to-back)"))
{
static ImVector<ImGuiViewportP*> viewports;
viewports.resize(g.Viewports.Size);
memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
if (viewports.Size > 1)
ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
for (ImGuiViewportP* viewport : viewports)
{
BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
(g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
viewport->Window ? viewport->Window->Name : "N/A");
if (IsItemHovered())
cfg->HighlightViewportID = viewport->ID;
}
TreePop();
}
for (ImGuiViewportP* viewport : g.Viewports)
DebugNodeViewport(viewport);
TreePop();
}
// Details for Popups
if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
{
// As it's difficult to interact with tree nodes while popups are open, we display everything inline.
ImGuiWindow* window = popup_data.Window;
BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'",
popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
}
TreePop();
}
// Details for TabBars
if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
{
for (int n = 0; n < g.TabBars.GetMapSize(); n++)
if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
{
PushID(tab_bar);
DebugNodeTabBar(tab_bar, "TabBar");
PopID();
}
TreePop();
}
// Details for Tables
if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
{
for (int n = 0; n < g.Tables.GetMapSize(); n++)
if (ImGuiTable* table = g.Tables.TryGetMapData(n))
DebugNodeTable(table);
TreePop();
}
// Details for Fonts
ImFontAtlas* atlas = g.IO.Fonts;
if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
{
ShowFontAtlas(atlas);
TreePop();
}
// Details for InputText
if (TreeNode("InputText"))
{
DebugNodeInputTextState(&g.InputTextState);
TreePop();
}
// Details for TypingSelect
if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
{
DebugNodeTypingSelectState(&g.TypingSelectState);
TreePop();
}
// Details for Docking
#ifdef IMGUI_HAS_DOCK
if (TreeNode("Docking"))
{
static bool root_nodes_only = true;
ImGuiDockContext* dc = &g.DockContext;
Checkbox("List root nodes", &root_nodes_only);
Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
SameLine();
if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
for (int n = 0; n < dc->Nodes.Data.Size; n++)
if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
if (!root_nodes_only || node->IsRootNode())
DebugNodeDockNode(node, "Node");
TreePop();
}
#endif // #ifdef IMGUI_HAS_DOCK
// Settings
if (TreeNode("Settings"))
{
if (SmallButton("Clear"))
ClearIniSettings();
SameLine();
if (SmallButton("Save to memory"))
SaveIniSettingsToMemory();
SameLine();
if (SmallButton("Save to disk"))
SaveIniSettingsToDisk(g.IO.IniFilename);
SameLine();
if (g.IO.IniFilename)
Text("\"%s\"", g.IO.IniFilename);
else
TextUnformatted("<NULL>");
Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
{
for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
BulletText("\"%s\"", handler.TypeName);
TreePop();
}
if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
{
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
DebugNodeWindowSettings(settings);
TreePop();
}
if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
{
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
DebugNodeTableSettings(settings);
TreePop();
}
#ifdef IMGUI_HAS_DOCK
if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
{
ImGuiDockContext* dc = &g.DockContext;
Text("In SettingsWindows:");
for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
if (settings->DockId != 0)
BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
Text("In SettingsNodes:");
for (int n = 0; n < dc->NodesSettings.Size; n++)
{
ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
const char* selected_tab_name = NULL;
if (settings->SelectedTabId)
{
if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
selected_tab_name = window->Name;
else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
selected_tab_name = window_settings->GetName();
}
BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
}
TreePop();
}
#endif // #ifdef IMGUI_HAS_DOCK
if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
{
InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
TreePop();
}
TreePop();
}
// Settings
if (TreeNode("Memory allocations"))
{
ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
if (SmallButton("GC now")) { g.GcCompactAll = true; }
Text("Recent frames with allocations:");
int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
for (int n = buf_size - 1; n >= 0; n--)
{
ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
}
TreePop();
}
if (TreeNode("Inputs"))
{
Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
{
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
Indent();
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
#endif
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
DebugRenderKeyboardPreview(GetWindowDrawList());
Unindent();
}
Text("MOUSE STATE");
{
Indent();
if (IsMousePosValid())
Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
Text("Mouse pos: <INVALID>");
Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
int count = IM_ARRAYSIZE(io.MouseDown);
Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
Text("Mouse wheel: %.1f", io.MouseWheel);
Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
Unindent();
}
Text("MOUSE WHEELING");
{
Indent();
Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
Unindent();
}
Text("KEY OWNERS");
{
Indent();
if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
continue;
Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
DebugLocateItemOnHover(owner_data->OwnerCurr);
}
EndChild();
Unindent();
}
Text("SHORTCUT ROUTING");
SameLine();
MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
{
Indent();
if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
{
ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
ImGuiKeyChord key_chord = key | routing_data->Mods;
Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
DebugLocateItemOnHover(routing_data->RoutingCurr);
if (g.IO.ConfigDebugIsDebuggerPresent)
{
SameLine();
if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
g.DebugBreakInShortcutRouting = key_chord;
}
idx = routing_data->NextEntryIndex;
}
}
EndChild();
Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Unindent();
}
TreePop();
}
if (TreeNode("Internal state"))
{
Text("WINDOWING");
Indent();
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
Unindent();
Text("ITEMS");
Indent();
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
DebugLocateItemOnHover(g.ActiveId);
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
DebugLocateItemOnHover(g.DragDropPayload.SourceId);
Unindent();
Text("NAV,FOCUS");
Indent();
Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
DebugLocateItemOnHover(g.NavId);
Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
Text("NavActivateFlags: %04X", g.NavActivateFlags);
Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
Text("NavFocusRoute[] = ");
for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
{
const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
SameLine(0.0f, 0.0f);
Text("0x%08X/", focus_scope.ID);
SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
}
Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
Unindent();
TreePop();
}
// Overlay: Display windows Rectangles and Begin Order
if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
{
for (ImGuiWindow* window : g.Windows)
{
if (!window->WasActive)
continue;
ImDrawList* draw_list = GetForegroundDrawList(window);
if (cfg->ShowWindowsRects)
{
ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
}
if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
{
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
float font_size = GetFontSize();
draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
}
}
}
// Overlay: Display Tables Rectangles
if (cfg->ShowTablesRects)
{
for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
{
ImGuiTable* table = g.Tables.TryGetMapData(table_n);
if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
continue;
ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
}
}
else
{
ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
}
}
}
#ifdef IMGUI_HAS_DOCK
// Overlay: Display Docking info
if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
{
char buf[64] = "";
char* p = buf;
ImGuiDockNode* node = g.DebugHoveredDockNode;
ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
int depth = DockNodeGetDepth(node);
overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
}
#endif // #ifdef IMGUI_HAS_DOCK
End();
}
void ImGui::DebugBreakClearData()
{
// Those fields are scattered in their respective subsystem to stay in hot-data locations
ImGuiContext& g = *GImGui;
g.DebugBreakInWindow = 0;
g.DebugBreakInTable = 0;
g.DebugBreakInShortcutRouting = ImGuiKey_None;
}
void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
{
if (!BeginItemTooltip())
return;
Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
Separator();
TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
Separator();
TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
EndTooltip();
}
// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
// In order to reduce interferences with the contents we are trying to debug into.
bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
const ImRect bb(pos, pos + size);
ItemSize(size, 0.0f);
if (!ItemAdd(bb, id))
return false;
// WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
DebugBreakButtonTooltip(false, description_of_location);
ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImVec4 hsv;
ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed;
}
// [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{
if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return;
BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
for (ImGuiOldColumnData& column : columns->Columns)
BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
TreePop();
}
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
{
using namespace ImGui;
PushID(label);
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
Text("%s:", label);
if (!enabled)
BeginDisabled();
CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute);
CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
if (!enabled)
EndDisabled();
PopStyleVar();
PopID();
}
// [DEBUG] Display contents of ImDockNode
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
{
ImGuiContext& g = *GImGui;
const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted
if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
bool open;
ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
if (node->Windows.Size > 0)
open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
else
open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
if (!is_alive) { PopStyleColor(); }
if (is_active && IsItemHovered())
if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
if (open)
{
IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
DebugNodeWindow(node->HostWindow, "HostWindow");
DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
BulletText("Misc:%s%s%s%s%s%s%s",
node->IsDockSpace() ? " IsDockSpace" : "",
node->IsCentralNode() ? " IsCentralNode" : "",
is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
{
if (BeginTable("flags", 4))
{
TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
EndTable();
}
TreePop();
}
if (node->ParentNode)
DebugNodeDockNode(node->ParentNode, "ParentNode");
if (node->ChildNodes[0])
DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
if (node->ChildNodes[1])
DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
if (node->TabBar)
DebugNodeTabBar(node->TabBar, "TabBar");
DebugNodeWindowsList(&node->Windows, "Windows");
TreePop();
}
}
static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
{
union { void* ptr; int integer; } tex_id_opaque;
memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
if (sizeof(tex_id) >= sizeof(void*))
ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
else
ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
}
// [DEBUG] Display contents of ImDrawList
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
{
ImGuiContext& g = *GImGui;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
int cmd_count = draw_list->CmdBuffer.Size;
if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
cmd_count--;
bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
if (draw_list == GetWindowDrawList())
{
SameLine();
TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
if (node_open)
TreePop();
return;
}
ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
if (window && IsItemHovered() && fg_draw_list)
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;
if (window && !window->WasActive)
TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
{
if (pcmd->UserCallback)
{
BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
continue;
}
char texid_desc[20];
FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
if (!pcmd_node_open)
continue;
// Calculate approximate coverage area (touched pixel count)
// This will be in pixels squared as long there's no post-scaling happening to the renderer output.
const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
float total_area = 0.0f;
for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
{
ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_n++)
triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
}
// Display vertex information summary. Hover to get all triangles drawn in wire-frame
ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
Selectable(buf);
if (IsItemHovered() && fg_draw_list)
DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGuiListClipper clipper;
clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
while (clipper.Step())
for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
{
char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_i++)
{
const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
triangle[n] = v.pos;
buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
(n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
Selectable(buf, false);
if (fg_draw_list && IsItemHovered())
{
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
fg_draw_list->Flags = backup_flags;
}
}
TreePop();
}
TreePop();
}
// [DEBUG] Display mesh/aabb of a ImDrawCmd
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
{
IM_ASSERT(show_mesh || show_aabb);
// Draw wire-frame version of all triangles
ImRect clip_rect = draw_cmd->ClipRect;
ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
ImDrawListFlags backup_flags = out_draw_list->Flags;
out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
{
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_n++)
vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
if (show_mesh)
out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
}
// Draw bounding boxes
if (show_aabb)
{
out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
}
out_draw_list->Flags = backup_flags;
}
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
void ImGui::DebugNodeFont(ImFont* font)
{
bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
SameLine();
if (SmallButton("Set as default"))
GetIO().FontDefault = font;
if (!opened)
return;
// Display preview text
PushFont(font);
Text("The quick brown fox jumps over the lazy dog");
PopFont();
// Display details
SetNextItemWidth(GetFontSize() * 8);
DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
SameLine(); MetricsHelpMarker(
"Note that the default embedded font is NOT meant to be scaled.\n\n"
"Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
"You may oversample them to get some flexibility with scaling. "
"You can also render at multiple sizes and select which one to use at runtime.\n\n"
"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
char c_str[5];
Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
if (font->ConfigData)
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
// Display all glyphs of the fonts in separate pages of 256 characters
if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{
ImDrawList* draw_list = GetWindowDrawList();
const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
const float cell_size = font->FontSize * 1;
const float cell_spacing = GetStyle().ItemSpacing.y;
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
{
// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
// is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
{
base += 4096 - 256;
continue;
}
int count = 0;
for (unsigned int n = 0; n < 256; n++)
if (font->FindGlyphNoFallback((ImWchar)(base + n)))
count++;
if (count <= 0)
continue;
if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
continue;
// Draw a 16x16 grid of glyphs
ImVec2 base_pos = GetCursorScreenPos();
for (unsigned int n = 0; n < 256; n++)
{
// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
// available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
if (!glyph)
continue;
font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
{
DebugNodeFontGlyph(font, glyph);
EndTooltip();
}
}
Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
TreePop();
}
TreePop();
}
TreePop();
}
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
{
Text("Codepoint: U+%04X", glyph->Codepoint);
Separator();
Text("Visible: %d", glyph->Visible);
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
}
// [DEBUG] Display contents of ImGuiStorage
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
{
if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
return;
for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
TreePop();
}
// [DEBUG] Display contents of ImGuiTabBar
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
{
// Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
char buf[256];
char* p = buf;
const char* buf_end = buf + IM_ARRAYSIZE(buf);
const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
}
p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
bool open = TreeNode(label, "%s", buf);
if (!is_active) { PopStyleColor(); }
if (is_active && IsItemHovered())
{
ImDrawList* draw_list = GetForegroundDrawList();
draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
}
if (open)
{
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
PushID(tab);
if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
PopID();
}
TreePop();
}
}
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
{
ImGuiContext& g = *GImGui;
SetNextItemOpen(true, ImGuiCond_Once);
bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A");
if (IsItemHovered())
g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
if (open)
{
ImGuiWindowFlags flags = viewport->Flags;
BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
//(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
(flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
(flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
(flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
(flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
(flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
(flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
(flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
(flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
(flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
TreePop();
}
}
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
{
if (window == NULL)
{
BulletText("%s: NULL", label);
return;
}
ImGuiContext& g = *GImGui;
const bool is_active = window->WasActive;
ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
if (!is_active) { PopStyleColor(); }
if (IsItemHovered() && is_active)
GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!open)
return;
if (window->MemoryCompacted)
TextDisabled("Note: some memory buffers have been compacted/freed.");
if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
g.DebugBreakInWindow = window->ID;
ImGuiWindowFlags flags = window->Flags;
DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
(flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
{
ImRect r = window->NavRectRel[layer];
if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
else
BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
DebugLocateItemOnHover(window->NavLastIds[layer]);
}
const ImVec2* pr = window->NavPreferredScoringPosRel;
for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
if (window->DockNode || window->DockNodeAsHost)
DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
{
for (ImGuiOldColumns& columns : window->ColumnsStorage)
DebugNodeColumns(&columns);
TreePop();
}
DebugNodeStorage(&window->StateStorage, "Storage");
TreePop();
}
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
{
if (settings->WantDelete)
BeginDisabled();
Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
if (settings->WantDelete)
EndDisabled();
}
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
{
if (!TreeNode(label, "%s (%d)", label, windows->Size))
return;
for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
{
PushID((*windows)[i]);
DebugNodeWindow((*windows)[i], "Window");
PopID();
}
TreePop();
}
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
{
for (int i = 0; i < windows_size; i++)
{
ImGuiWindow* window = windows[i];
if (window->ParentWindowInBeginStack != parent_in_begin_stack)
continue;
char buf[20];
ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
//BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
DebugNodeWindow(window, buf);
Indent();
DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
Unindent();
}
}
//-----------------------------------------------------------------------------
// [SECTION] DEBUG LOG WINDOW
//-----------------------------------------------------------------------------
void ImGui::DebugLog(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
DebugLogV(fmt, args);
va_end(args);
}
void ImGui::DebugLogV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
const int old_size = g.DebugLogBuf.size();
g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
g.DebugLogBuf.appendfv(fmt, args);
g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
#ifdef IMGUI_ENABLE_TEST_ENGINE
// IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically
const int new_size = g.DebugLogBuf.size();
const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n');
if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size);
#endif
}
// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
static void SameLineOrWrap(const ImVec2& size)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
if (window->ClipRect.Contains(ImRect(pos, pos + size)))
ImGui::SameLine();
}
static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
{
ImGuiContext& g = *GImGui;
ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
{
g.DebugLogAutoDisableFrames = 2;
g.DebugLogAutoDisableFlags |= flags;
}
ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
}
void ImGui::ShowDebugLogWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
SetItemTooltip("(except InputRouting which is spammy)");
ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking);
ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
//ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport);
ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
if (SmallButton("Clear"))
{
g.DebugLogBuf.clear();
g.DebugLogIndex.clear();
}
SameLine();
if (SmallButton("Copy"))
SetClipboardText(g.DebugLogBuf.c_str());
BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
ImGuiListClipper clipper;
clipper.Begin(g.DebugLogIndex.size());
while (clipper.Step())
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no));
g.DebugLogFlags = backup_log_flags;
if (GetScrollY() >= GetScrollMaxY())
SetScrollHereY(1.0f);
EndChild();
End();
}
// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered.
void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end)
{
TextUnformatted(line_begin, line_end);
if (!IsItemHovered())
return;
ImGuiContext& g = *GImGui;
ImRect text_rect = g.LastItemData.Rect;
for (const char* p = line_begin; p <= line_end - 10; p++)
{
ImGuiID id = 0;
if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
continue;
ImVec2 p0 = CalcTextSize(line_begin, p);
ImVec2 p1 = CalcTextSize(p, p + 10);
g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
DebugLocateItemOnHover(id);
p += 10;
}
}
//-----------------------------------------------------------------------------
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
//-----------------------------------------------------------------------------
// Draw a small cross at current CursorPos in current window's DrawList
void ImGui::DebugDrawCursorPos(ImU32 col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 pos = window->DC.CursorPos;
window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
}
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
void ImGui::DebugDrawLineExtents(ImU32 col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float curr_x = window->DC.CursorPos.x;
float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
}
// Draw last item rect in ForegroundDrawList (so it is always visible)
void ImGui::DebugDrawItemRect(ImU32 col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
}
// [DEBUG] Locate item position/rectangle given an ID.
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
void ImGui::DebugLocateItem(ImGuiID target_id)
{
ImGuiContext& g = *GImGui;
g.DebugLocateId = target_id;
g.DebugLocateFrames = 2;
g.DebugBreakInLocateId = false;
}
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
{
if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
return;
ImGuiContext& g = *GImGui;
DebugLocateItem(target_id);
GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
// Can't easily use a context menu here because it will mess with focus, active id etc.
if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
{
DebugBreakButtonTooltip(false, "in ItemAdd()");
if (IsKeyChordPressed(g.DebugBreakKeyChord))
g.DebugBreakInLocateId = true;
}
}
void ImGui::DebugLocateItemResolveWithLastItem()
{
ImGuiContext& g = *GImGui;
// [DEBUG] Debug break requested by user
if (g.DebugBreakInLocateId)
IM_DEBUG_BREAK();
ImGuiLastItemData item_data = g.LastItemData;
g.DebugLocateId = 0;
ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
ImRect r = item_data.Rect;
r.Expand(3.0f);
ImVec2 p1 = g.IO.MousePos;
ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
}
void ImGui::DebugStartItemPicker()
{
ImGuiContext& g = *GImGui;
g.DebugItemPickerActive = true;
}
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
void ImGui::UpdateDebugToolItemPicker()
{
ImGuiContext& g = *GImGui;
g.DebugItemPickerBreakId = 0;
if (!g.DebugItemPickerActive)
return;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
SetMouseCursor(ImGuiMouseCursor_Hand);
if (IsKeyPressed(ImGuiKey_Escape))
g.DebugItemPickerActive = false;
const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
{
g.DebugItemPickerBreakId = hovered_id;
g.DebugItemPickerActive = false;
}
for (int mouse_button = 0; mouse_button < 3; mouse_button++)
if (change_mapping && IsMouseClicked(mouse_button))
g.DebugItemPickerMouseButton = (ImU8)mouse_button;
SetNextWindowBgAlpha(0.70f);
if (!BeginTooltip())
return;
Text("HoveredId: 0x%08X", hovered_id);
Text("Press ESC to abort picking.");
const char* mouse_button_names[] = { "Left", "Right", "Middle" };
if (change_mapping)
Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
else
TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
EndTooltip();
}
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
void ImGui::UpdateDebugToolStackQueries()
{
ImGuiContext& g = *GImGui;
ImGuiIDStackTool* tool = &g.DebugIDStackTool;
// Clear hook when id stack tool is not visible
g.DebugHookIdInfo = 0;
if (g.FrameCount != tool->LastActiveFrame + 1)
return;
// Update queries. The steps are: -1: query Stack, >= 0: query each stack item
// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
if (tool->QueryId != query_id)
{
tool->QueryId = query_id;
tool->StackLevel = -1;
tool->Results.resize(0);
}
if (query_id == 0)
return;
// Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
int stack_level = tool->StackLevel;
if (stack_level >= 0 && stack_level < tool->Results.Size)
if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
tool->StackLevel++;
// Update hook
stack_level = tool->StackLevel;
if (stack_level == -1)
g.DebugHookIdInfo = query_id;
if (stack_level >= 0 && stack_level < tool->Results.Size)
{
g.DebugHookIdInfo = tool->Results[stack_level].ID;
tool->Results[stack_level].QueryFrameCount++;
}
}
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiIDStackTool* tool = &g.DebugIDStackTool;
// Step 0: stack query
// This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
if (tool->StackLevel == -1)
{
tool->StackLevel++;
tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
for (int n = 0; n < window->IDStack.Size + 1; n++)
tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
return;
}
// Step 1+: query for individual level
IM_ASSERT(tool->StackLevel >= 0);
if (tool->StackLevel != window->IDStack.Size)
return;
ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
switch (data_type)
{
case ImGuiDataType_S32:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
break;
case ImGuiDataType_String:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
break;
case ImGuiDataType_Pointer:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
break;
case ImGuiDataType_ID:
if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
return;
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
break;
default:
IM_ASSERT(0);
}
info->QuerySuccess = true;
info->DataType = data_type;
}
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
{
ImGuiStackLevelInfo* info = &tool->Results[n];
ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
return (*buf = 0);
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
#endif
return ImFormatString(buf, buf_size, "???");
}
// ID Stack Tool: Display UI
void ImGui::ShowIDStackToolWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
// Display hovered/active status
ImGuiIDStackTool* tool = &g.DebugIDStackTool;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
const ImGuiID active_id = g.ActiveId;
#ifdef IMGUI_ENABLE_TEST_ENGINE
Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
#else
Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id);
#endif
SameLine();
MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
// CTRL+C to copy path
const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
SameLine();
TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
{
tool->CopyToClipboardLastTime = (float)g.Time;
char* p = g.TempBuffer.Data;
char* p_end = p + g.TempBuffer.Size;
for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
{
*p++ = '/';
char level_desc[256];
StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
{
if (level_desc[n] == '/')
*p++ = '\\';
*p++ = level_desc[n];
}
}
*p = '\0';
SetClipboardText(g.TempBuffer.Data);
}
// Display decorated stack
tool->LastActiveFrame = g.FrameCount;
if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
{
const float id_width = CalcTextSize("0xDDDDDDDD").x;
TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
TableHeadersRow();
for (int n = 0; n < tool->Results.Size; n++)
{
ImGuiStackLevelInfo* info = &tool->Results[n];
TableNextColumn();
Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
TableNextColumn();
StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
TextUnformatted(g.TempBuffer.Data);
TableNextColumn();
Text("0x%08X", info->ID);
if (n == tool->Results.Size - 1)
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
}
EndTable();
}
End();
}
#else
void ImGui::ShowMetricsWindow(bool*) {}
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeFont(ImFont*) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
void ImGui::DebugLog(const char*, ...) {}
void ImGui::DebugLogV(const char*, va_list) {}
void ImGui::ShowDebugLogWindow(bool*) {}
void ImGui::ShowIDStackToolWindow(bool*) {}
void ImGui::DebugStartItemPicker() {}
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
//-----------------------------------------------------------------------------
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
#include "imgui_user.inl"
#endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_draw.cpp | // dear imgui, v1.90.8
// (drawing and font code)
/*
Index of this file:
// [SECTION] STB libraries implementation
// [SECTION] Style functions
// [SECTION] ImDrawList
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
// [SECTION] ImDrawListSplitter
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
#ifdef IMGUI_ENABLE_FREETYPE
#include "misc/freetype/imgui_freetype.h"
#endif
#include <stdio.h> // vsnprintf, sscanf, printf
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//-------------------------------------------------------------------------
// Compile time options:
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
#endif
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.
#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBRP_STATIC
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_SORT ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "imstb_rectpack.h"
#endif
#endif
#ifdef IMGUI_ENABLE_STB_TRUETYPE
#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
#define STBTT_fmod(x,y) ImFmod(x,y)
#define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y)
#define STBTT_fabs(x) ImFabs(x)
#define STBTT_ifloor(x) ((int)ImFloor(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#ifdef IMGUI_STB_TRUETYPE_FILENAME
#include IMGUI_STB_TRUETYPE_FILENAME
#else
#include "imstb_truetype.h"
#endif
#endif
#endif // IMGUI_ENABLE_STB_TRUETYPE
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#if defined(_MSC_VER)
#pragma warning (pop)
#endif
#ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif
//-----------------------------------------------------------------------------
// [SECTION] Style functions
//-----------------------------------------------------------------------------
void ImGui::StyleColorsDark(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
}
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList
//-----------------------------------------------------------------------------
ImDrawListSharedData::ImDrawListSharedData()
{
memset(this, 0, sizeof(*this));
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
IM_ASSERT(max_error > 0.0f);
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
// Initialize before use in a new frame. We always have a command ready in the buffer.
// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
if (_Splitter._Count > 1)
_Splitter.Merge(this);
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data->InitialFlags;
memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
_FringeScale = 1.0f;
}
void ImDrawList::_ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
}
ImDrawList* ImDrawList::CloneOutput() const
{
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
dst->CmdBuffer = CmdBuffer;
dst->IdxBuffer = IdxBuffer;
dst->VtxBuffer = VtxBuffer;
dst->Flags = Flags;
return dst;
}
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
while (CmdBuffer.Size > 0)
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
return;// break;
CmdBuffer.pop_back();
}
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
}
}
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::_OnChangedClipRect()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
void ImDrawList::_OnChangedTextureID()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
{
// Automatic segment count
const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
}
cr.z = ImMax(cr.x, cr.z);
cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr);
_CmdHeader.ClipRect = cr;
_OnChangedClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}
void ImDrawList::PopClipRect()
{
_ClipRectStack.pop_back();
_CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
}
void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
void ImDrawList::PopTextureID()
{
_TextureIdStack.pop_back();
_CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
// FIXME: In theory we should be testing that vtx_count <64k here.
// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
// to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
_CmdHeader.VtxOffset = VtxBuffer.Size;
_OnChangedVtxOffset();
}
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
int idx_buffer_old_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_old_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
{
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
// - Those macros expects l-values and need to be used as their own statement.
// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
{
if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
return;
const bool closed = (flags & ImDrawFlags_Closed) != 0;
const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > _FringeScale);
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
// Thicknesses <1.0 should behave like thickness 1.0
thickness = ImMax(thickness, 1.0f);
const int integer_thickness = (int)thickness;
const float fractional_thickness = thickness - integer_thickness;
// Do we want to draw this line using a texture?
// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
// - If AA_SIZE is not 1.0f we cannot use the texture path.
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
PrimReserve(idx_count, vtx_count);
// Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
_Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
ImVec2* temp_normals = _Data->TempBuffer.Data;
ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
float dx = points[i2].x - points[i1].x;
float dy = points[i2].y - points[i1].y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i1].x = dy;
temp_normals[i1].y = -dx;
}
if (!closed)
temp_normals[points_count - 1] = temp_normals[points_count - 2];
// If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
if (use_texture || !thick_line)
{
// [PATH 1] Texture-based lines (thick or non-thick)
// [PATH 2] Non texture-based lines (non-thick)
// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA.
// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
// allow scaling geometry while preserving one-screen-pixel AA fringe).
const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
// Add temporary vertexes for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
out_vtx[1].x = points[i2].x - dm_x;
out_vtx[1].y = points[i2].y - dm_y;
if (use_texture)
{
// Add indices for two triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
_IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
_IdxWritePtr += 6;
}
else
{
// Add indexes for four triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
_IdxWritePtr += 12;
}
idx1 = idx2;
}
// Add vertexes for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
/*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
{
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
}*/
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
_VtxWritePtr += 2;
}
}
else
{
// If we're not using a texture, we need the center vertex as well
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
_VtxWritePtr += 3;
}
}
}
else
{
// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
const int points_last = points_count - 1;
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertices
ImVec2* out_vtx = &temp_points[i2 * 4];
out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y;
out_vtx[1].x = points[i2].x + dm_in_x;
out_vtx[1].y = points[i2].y + dm_in_y;
out_vtx[2].x = points[i2].x - dm_in_x;
out_vtx[2].y = points[i2].y - dm_in_y;
out_vtx[3].x = points[i2].x - dm_out_x;
out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr += 18;
idx1 = idx2;
}
// Add vertices
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4;
}
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// [PATH 4] Non texture-based, Non anti-aliased lines
const int idx_count = count * 6;
const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
PrimReserve(idx_count, vtx_count);
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
dx *= (thickness * 0.5f);
dy *= (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2)*3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
_IdxWritePtr += 3;
}
// Compute normals
_Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2)*3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
// Calculate arc auto segment step size
if (a_step <= 0)
a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
// Make sure we never do steps larger than one quarter of the circle
a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
const int sample_range = ImAbs(a_max_sample - a_min_sample);
const int a_next_step = a_step;
int samples = sample_range + 1;
bool extra_max_sample = false;
if (a_step > 1)
{
samples = sample_range / a_step + 1;
const int overstep = sample_range % a_step;
if (overstep > 0)
{
extra_max_sample = true;
samples++;
// When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
// distribute first step range evenly between them by reducing first step size.
if (sample_range > 0)
a_step -= (a_step - overstep) / 2;
}
}
_Path.resize(_Path.Size + samples);
ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
int sample_index = a_min_sample;
if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
{
sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
}
if (a_max_sample >= a_min_sample)
{
for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
else
{
for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
if (extra_max_sample)
{
int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (normalized_max_sample < 0)
normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
}
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
// Note that we are adding a point at both a_min and a_max.
// If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
}
}
// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
}
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
if (num_segments > 0)
{
_PathArcToN(center, radius, a_min, a_max, num_segments);
return;
}
// Automatic segment count
if (radius <= _Data->ArcFastRadiusCutoff)
{
const bool a_is_reverse = a_max < a_min;
// We are going to use precomputed values for mid samples.
// Determine first and last sample in lookup table that belong to the arc.
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
_Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
if (a_mid_samples > 0)
_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
if (a_emit_end)
_Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
}
else
{
const float arc_length = ImAbs(a_max - a_min);
const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
}
}
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
{
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
_Path.reserve(_Path.Size + (num_segments + 1));
const float cos_rot = ImCos(rot);
const float sin_rot = ImSin(rot);
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
point.x = rel.x + center.x;
point.y = rel.y + center.y;
_Path.push_back(point);
}
}
ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
float w1 = u * u * u;
float w2 = 3 * u * u * t;
float w3 = 3 * u * t * t;
float w4 = t * t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
}
ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
{
float u = 1.0f - t;
float w1 = u * u;
float w2 = 2 * u * t;
float w3 = t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
}
// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x4, y4));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
{
float dx = x3 - x1, dy = y3 - y1;
float det = (x2 - x3) * dy - (y2 - y3) * dx;
if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x3, y3));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
}
}
void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
}
}
void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
}
}
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{
/*
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
// - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
// - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
#endif
*/
// If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
// See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
return flags;
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
{
if (rounding >= 0.5f)
{
flags = FixRectCornerFlags(flags);
rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
}
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
PathLineTo(b);
PathLineTo(ImVec2(a.x, b.y));
}
else
{
const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f;
const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f;
const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f;
PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
}
}
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
}
else
{
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
}
}
// p_min = upper-left, p_max = lower-right
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
PrimReserve(6, 4);
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
PrimWriteVtx(p_min, uv, col_upr_left);
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
PrimWriteVtx(p_max, uv, col_bot_right);
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
}
PathFillConvex(col);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Ellipse
void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Cubic Bezier takes 4 controls points
void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
PathStroke(col, 0, thickness);
}
// Quadratic Bezier takes 3 controls points
void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierQuadraticCurveTo(p2, p3, num_segments);
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
// Accept null ranges
if (text_begin == text_end || text_begin[0] == 0)
return;
if (text_end == NULL)
text_end = text_begin + strlen(text_begin);
// Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL)
font = _Data->Font;
if (font_size == 0.0f)
font_size = _Data->FontSize;
IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect)
{
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
}
font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
}
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
flags = FixRectCornerFlags(flags);
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
PopTextureID();
}
//-----------------------------------------------------------------------------
// [SECTION] ImTriangulator, ImDrawList concave polygon fill
//-----------------------------------------------------------------------------
// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
// Provided as a convenience for user but not used by main library.
//-----------------------------------------------------------------------------
// - ImTriangulator [Internal]
// - AddConcavePolyFilled()
//-----------------------------------------------------------------------------
enum ImTriangulatorNodeType
{
ImTriangulatorNodeType_Convex,
ImTriangulatorNodeType_Ear,
ImTriangulatorNodeType_Reflex
};
struct ImTriangulatorNode
{
ImTriangulatorNodeType Type;
int Index;
ImVec2 Pos;
ImTriangulatorNode* Next;
ImTriangulatorNode* Prev;
void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
};
struct ImTriangulatorNodeSpan
{
ImTriangulatorNode** Data = NULL;
int Size = 0;
void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
};
struct ImTriangulator
{
static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
void Init(const ImVec2* points, int points_count, void* scratch_buffer);
void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
// Internal functions
void BuildNodes(const ImVec2* points, int points_count);
void BuildReflexes();
void BuildEars();
void FlipNodeList();
bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
void ReclassifyNode(ImTriangulatorNode* node);
// Internal members
int _TrianglesLeft = 0;
ImTriangulatorNode* _Nodes = NULL;
ImTriangulatorNodeSpan _Ears;
ImTriangulatorNodeSpan _Reflexes;
};
// Distribute storage for nodes, ears and reflexes.
// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
// (this would require first building reflexes to bail to convex if empty, without even building nodes)
void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
{
IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
_TrianglesLeft = EstimateTriangleCount(points_count);
_Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
_Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
_Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
BuildNodes(points, points_count);
BuildReflexes();
BuildEars();
}
void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
{
for (int i = 0; i < points_count; i++)
{
_Nodes[i].Type = ImTriangulatorNodeType_Convex;
_Nodes[i].Index = i;
_Nodes[i].Pos = points[i];
_Nodes[i].Next = _Nodes + i + 1;
_Nodes[i].Prev = _Nodes + i - 1;
}
_Nodes[0].Prev = _Nodes + points_count - 1;
_Nodes[points_count - 1].Next = _Nodes;
}
void ImTriangulator::BuildReflexes()
{
ImTriangulatorNode* n1 = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
{
if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
continue;
n1->Type = ImTriangulatorNodeType_Reflex;
_Reflexes.push_back(n1);
}
}
void ImTriangulator::BuildEars()
{
ImTriangulatorNode* n1 = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
{
if (n1->Type != ImTriangulatorNodeType_Convex)
continue;
if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
continue;
n1->Type = ImTriangulatorNodeType_Ear;
_Ears.push_back(n1);
}
}
void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
{
if (_Ears.Size == 0)
{
FlipNodeList();
ImTriangulatorNode* node = _Nodes;
for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
node->Type = ImTriangulatorNodeType_Convex;
_Reflexes.Size = 0;
BuildReflexes();
BuildEars();
// If we still don't have ears, it means geometry is degenerated.
if (_Ears.Size == 0)
{
// Return first triangle available, mimicking the behavior of convex fill.
IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
_Ears.Data[0] = _Nodes;
_Ears.Size = 1;
}
}
ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
out_triangle[0] = ear->Prev->Index;
out_triangle[1] = ear->Index;
out_triangle[2] = ear->Next->Index;
ear->Unlink();
if (ear == _Nodes)
_Nodes = ear->Next;
ReclassifyNode(ear->Prev);
ReclassifyNode(ear->Next);
_TrianglesLeft--;
}
void ImTriangulator::FlipNodeList()
{
ImTriangulatorNode* prev = _Nodes;
ImTriangulatorNode* temp = _Nodes;
ImTriangulatorNode* current = _Nodes->Next;
prev->Next = prev;
prev->Prev = prev;
while (current != _Nodes)
{
temp = current->Next;
current->Next = prev;
prev->Prev = current;
_Nodes->Next = current;
current->Prev = _Nodes;
prev = current;
current = temp;
}
_Nodes = prev;
}
// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
{
ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
{
ImTriangulatorNode* reflex = *p;
if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
return false;
}
return true;
}
void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
{
// Classify node
ImTriangulatorNodeType type;
const ImTriangulatorNode* n0 = n1->Prev;
const ImTriangulatorNode* n2 = n1->Next;
if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
type = ImTriangulatorNodeType_Reflex;
else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
type = ImTriangulatorNodeType_Ear;
else
type = ImTriangulatorNodeType_Convex;
// Update lists when a type changes
if (type == n1->Type)
return;
if (n1->Type == ImTriangulatorNodeType_Reflex)
_Reflexes.find_erase_unsorted(n1->Index);
else if (n1->Type == ImTriangulatorNodeType_Ear)
_Ears.find_erase_unsorted(n1->Index);
if (type == ImTriangulatorNodeType_Reflex)
_Reflexes.push_back(n1);
else if (type == ImTriangulatorNodeType_Ear)
_Ears.push_back(n1);
n1->Type = type;
}
// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
// It is up to caller to ensure not making costly calls that will be outside of visible area.
// As concave fill is noticeably more expensive than other primitives, be mindful of this...
// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
ImTriangulator triangulator;
unsigned int triangle[3];
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2) * 3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
while (triangulator._TrianglesLeft > 0)
{
triangulator.GetNextTriangle(triangle);
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
_IdxWritePtr += 3;
}
// Compute normals
_Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2) * 3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
_Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
triangulator.Init(points, points_count, _Data->TempBuffer.Data);
while (triangulator._TrianglesLeft > 0)
{
triangulator.GetNextTriangle(triangle);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter
//-----------------------------------------------------------------------------
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
//-----------------------------------------------------------------------------
void ImDrawListSplitter::ClearFreeMemory()
{
for (int i = 0; i < _Channels.Size; i++)
{
if (i == _Current)
memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
_Channels[i]._CmdBuffer.clear();
_Channels[i]._IdxBuffer.clear();
}
_Current = 0;
_Count = 1;
_Channels.clear();
}
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_UNUSED(draw_list);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
{
_Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
_Channels.resize(channels_count);
}
_Count = channels_count;
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
// When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
for (int i = 1; i < channels_count; i++)
{
if (i >= old_channels_count)
{
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
}
else
{
_Channels[i]._CmdBuffer.resize(0);
_Channels[i]._IdxBuffer.resize(0);
}
}
}
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{
// Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_Count <= 1)
return;
SetCurrentChannel(draw_list, 0);
draw_list->_PopUnusedDrawCmd();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
int new_idx_buffer_count = 0;
ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += next_cmd->ElemCount;
idx_offset += next_cmd->ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
}
if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back();
new_cmd_buffer_count += ch._CmdBuffer.Size;
new_idx_buffer_count += ch._IdxBuffer.Size;
for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
{
ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
}
}
draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
}
draw_list->_IdxWritePtr = idx_write;
// Ensure there's always a non-callback draw command trailing the command-buffer
if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
draw_list->AddDrawCmd();
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
_Count = 1;
}
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
{
IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx)
return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
_Current = idx;
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd == NULL)
draw_list->AddDrawCmd();
else if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------
void ImDrawData::Clear()
{
Valid = false;
CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
OwnerViewport = NULL;
}
// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.Size == 0)
return;
if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
return;
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example backends already support this from 1.71. Pre-1.71 backends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
// (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// the 64K limit to split your draw commands in multiple draw lists.
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
// Add to output list + records state in ImDrawData
out_list->push_back(draw_list);
draw_data->CmdListsCount++;
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
}
void ImDrawData::AddDrawList(ImDrawList* draw_list)
{
IM_ASSERT(CmdLists.Size == CmdListsCount);
draw_list->_PopUnusedDrawCmd();
ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
}
// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
void ImDrawData::DeIndexAllBuffers()
{
ImVector<ImDrawVert> new_vtx_buffer;
TotalVtxCount = TotalIdxCount = 0;
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
if (cmd_list->IdxBuffer.empty())
continue;
new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
cmd_list->VtxBuffer.swap(new_vtx_buffer);
cmd_list->IdxBuffer.resize(0);
TotalVtxCount += cmd_list->VtxBuffer.Size;
}
}
// Helper to scale the ClipRect field of each ImDrawCmd.
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
// or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
for (ImDrawList* draw_list : CmdLists)
for (ImDrawCmd& cmd : draw_list->CmdBuffer)
cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
}
//-----------------------------------------------------------------------------
// [SECTION] Helpers ShadeVertsXXX functions
//-----------------------------------------------------------------------------
// Generic linear color gradient, write to RGB fields, leave A untouched.
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
{
ImVec2 gradient_extent = gradient_p1 - gradient_p0;
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
{
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
int r = (int)(col0_r + col_delta_r * t);
int g = (int)(col0_g + col_delta_g * t);
int b = (int)(col0_b + col_delta_b * t);
vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
}
}
// Distribute UV over (a, b) rectangle
void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
{
const ImVec2 size = b - a;
const ImVec2 uv_size = uv_b - uv_a;
const ImVec2 scale = ImVec2(
size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
if (clamp)
{
const ImVec2 min = ImMin(uv_a, uv_b);
const ImVec2 max = ImMax(uv_a, uv_b);
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
}
else
{
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
}
}
void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
{
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------
ImFontConfig::ImFontConfig()
{
memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
OversampleH = 2;
OversampleV = 1;
GlyphMaxAdvanceX = FLT_MAX;
RasterizerMultiply = 1.0f;
RasterizerDensity = 1.0f;
EllipsisChar = (ImWchar)-1;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas
//-----------------------------------------------------------------------------
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
// (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
ImFontAtlas::ImFontAtlas()
{
memset(this, 0, sizeof(*this));
TexGlyphPadding = 1;
PackIdMouseCursors = PackIdLines = -1;
}
ImFontAtlas::~ImFontAtlas()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Clear();
}
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (ImFontConfig& font_cfg : ConfigData)
if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
{
IM_FREE(font_cfg.FontData);
font_cfg.FontData = NULL;
}
// When clearing this we lose access to the font name and other information used to build the font.
for (ImFont* font : Fonts)
if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
{
font->ConfigData = NULL;
font->ConfigDataCount = 0;
}
ConfigData.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearTexData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
if (TexPixelsAlpha8)
IM_FREE(TexPixelsAlpha8);
if (TexPixelsRGBA32)
IM_FREE(TexPixelsRGBA32);
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexPixelsUseColors = false;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Fonts.clear_delete();
TexReady = false;
}
void ImFontAtlas::Clear()
{
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
Build();
*out_pixels = TexPixelsAlpha8;
if (out_width) *out_width = TexWidth;
if (out_height) *out_height = TexHeight;
if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
}
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Convert to RGBA32 format on demand
// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
if (!TexPixelsRGBA32)
{
unsigned char* pixels = NULL;
GetTexDataAsAlpha8(&pixels, NULL, NULL);
if (pixels)
{
TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
}
}
*out_pixels = (unsigned char*)TexPixelsRGBA32;
if (out_width) *out_width = TexWidth;
if (out_height) *out_height = TexHeight;
if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
}
ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f);
// Create new font
if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont));
else
IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
if (new_font_cfg.DstFont == NULL)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
new_font_cfg.FontDataOwnedByAtlas = true;
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
}
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
ImFontAtlasUpdateConfigDataPointers(this);
// Invalidate texture
TexReady = false;
ClearTexData();
return new_font_cfg.DstFont;
}
// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
static unsigned int stb_decompress_length(const unsigned char* input);
static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned char* dst)
{
while (*src)
{
unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
src += 5;
dst += 4;
}
}
// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
{
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
}
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
font_cfg.EllipsisChar = (ImWchar)0x0085;
font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
return font;
}
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
size_t data_size = 0;
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT_USER_ERROR(0, "Could not load font file!");
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (font_cfg.Name[0] == '\0')
{
// Store a short copy of filename into into the font name for convenience
const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
}
return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
}
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
font_cfg.FontData = font_data;
font_cfg.FontDataSize = font_data_size;
font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
if (glyph_ranges)
font_cfg.GlyphRanges = glyph_ranges;
return AddFont(&font_cfg);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontDataOwnedByAtlas = true;
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
IM_FREE(compressed_ttf);
return font;
}
int ImFontAtlas::AddCustomRectRegular(int width, int height)
{
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
{
#ifdef IMGUI_USE_WCHAR32
IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
#endif
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
r.GlyphID = id;
r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset;
r.Font = font;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
{
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
*out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
*out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
}
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
IM_ASSERT(PackIdMouseCursors != -1);
ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
out_uv_border[0] = (pos) * TexUvScale;
out_uv_border[1] = (pos + size) * TexUvScale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
out_uv_fill[0] = (pos) * TexUvScale;
out_uv_fill[1] = (pos + size) * TexUvScale;
return true;
}
bool ImFontAtlas::Build()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
// Default font is none are specified
if (ConfigData.Size == 0)
AddFontDefault();
// Select builder
// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
// using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
// and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
const ImFontBuilderIO* builder_io = FontBuilderIO;
if (builder_io == NULL)
{
#ifdef IMGUI_ENABLE_FREETYPE
builder_io = ImGuiFreeType::GetBuilderForFreeType();
#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
builder_io = ImFontAtlasGetBuilderForStbTruetype();
#else
IM_ASSERT(0); // Invalid Build function
#endif
}
// Build
return builder_io->FontBuilder_Build(this);
}
void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
{
for (unsigned int i = 0; i < 256; i++)
{
unsigned int value = (unsigned int)(i * in_brighten_factor);
out_table[i] = value > 255 ? 255 : (value & 0xFF);
}
}
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{
IM_ASSERT_PARANOID(w <= stride);
unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride - w)
for (int i = w; i > 0; i--, data++)
*data = table[*data];
}
#ifdef IMGUI_ENABLE_STB_TRUETYPE
// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
struct ImFontBuildSrcData
{
stbtt_fontinfo FontInfo;
stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
stbtt_packedchar* PackedChars; // Output glyphs
const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
};
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
struct ImFontBuildDstData
{
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
const ImU32* it_begin = in->Storage.begin();
const ImU32* it_end = in->Storage.end();
for (const ImU32* it = it_begin; it < it_end; it++)
if (ImU32 entries_32 = *it)
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & ((ImU32)1 << bit_n))
out->push_back((int)(((it - it_begin) << 5) + bit_n));
}
static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
// Temporary storage for building
ImVector<ImFontBuildSrcData> src_tmp_array;
ImVector<ImFontBuildDstData> dst_tmp_array;
src_tmp_array.resize(atlas->ConfigData.Size);
dst_tmp_array.resize(atlas->Fonts.Size);
memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
// 1. Initialize font loading structure, check font data validity
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
src_tmp.DstIndex = -1;
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
if (src_tmp.DstIndex == -1)
{
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
return false;
}
// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
{
IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
return false;
}
// Measure highest codepoints
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
// 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
int total_glyphs_count = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue;
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint);
dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
// 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
src_tmp.GlyphsSet.Clear();
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
}
for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
dst_tmp_array[dst_i].GlyphsSet.Clear();
dst_tmp_array.clear();
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
// (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
ImVector<stbrp_rect> buf_rects;
ImVector<stbtt_packedchar> buf_packedchars;
buf_rects.resize(total_glyphs_count);
buf_packedchars.resize(total_glyphs_count);
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
int total_surface = 0;
int buf_rects_out_n = 0;
int buf_packedchars_out_n = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
src_tmp.Rects = &buf_rects[buf_rects_out_n];
src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
buf_rects_out_n += src_tmp.GlyphsCount;
buf_packedchars_out_n += src_tmp.GlyphsCount;
// Convert our ranges in the format stb_truetype wants
ImFontConfig& cfg = atlas->ConfigData[src_i];
src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
int x0, y0, x1, y1;
const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
IM_ASSERT(glyph_index_in_font != 0);
stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
// We need a width for the skyline algorithm, any width!
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
// User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
atlas->TexHeight = 0;
if (atlas->TexDesiredWidth > 0)
atlas->TexWidth = atlas->TexDesiredWidth;
else
atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
// 5. Start packing
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
const int TEX_HEIGHT_MAX = 1024 * 32;
stbtt_pack_context spc = {};
stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
// Extend texture height and mark missing glyphs as non-packed so we won't render them.
// FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
if (src_tmp.Rects[glyph_i].was_packed)
atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
}
// 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
spc.pixels = atlas->TexPixelsAlpha8;
spc.height = atlas->TexHeight;
// 8. Render/rasterize font characters into the texture
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
// Apply multiply operator
if (cfg.RasterizerMultiply != 1.0f)
{
unsigned char multiply_table[256];
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
stbrp_rect* r = &src_tmp.Rects[0];
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
if (r->was_packed)
ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
}
src_tmp.Rects = NULL;
}
// End packing
stbtt_PackEnd(&spc);
buf_rects.clear();
// 9. Setup ImFont and glyphs for runtime
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
// When merging fonts with MergeMode=true:
// - We can have multiple input fonts writing into a same destination font.
// - dst_font->ConfigData is != from cfg which is our source configuration.
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont;
const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImCeil(unscaled_ascent * font_scale);
const float descent = ImFloor(unscaled_descent * font_scale);
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
// Register glyph
const int codepoint = src_tmp.GlyphsList[glyph_i];
const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
stbtt_aligned_quad q;
float unused_x = 0.0f, unused_y = 0.0f;
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
float x0 = q.x0 * inv_rasterization_scale + font_off_x;
float y0 = q.y0 * inv_rasterization_scale + font_off_y;
float x1 = q.x1 * inv_rasterization_scale + font_off_x;
float y1 = q.y1 * inv_rasterization_scale + font_off_y;
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
}
}
// Cleanup
src_tmp_array.clear_destruct();
ImFontAtlasBuildFinish(atlas);
return true;
}
const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
{
static ImFontBuilderIO io;
io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
return &io;
}
#endif // IMGUI_ENABLE_STB_TRUETYPE
void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
{
for (ImFontConfig& font_cfg : atlas->ConfigData)
{
ImFont* font = font_cfg.DstFont;
if (!font_cfg.MergeMode)
{
font->ConfigData = &font_cfg;
font->ConfigDataCount = 0;
}
font->ConfigDataCount++;
}
}
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
{
if (!font_config->MergeMode)
{
font->ClearOutputData();
font->FontSize = font_config->SizePixels;
IM_ASSERT(font->ConfigData == font_config);
font->ContainerAtlas = atlas;
font->Ascent = ascent;
font->Descent = descent;
}
}
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
{
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
IM_ASSERT(pack_context != NULL);
ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
#ifdef __GNUC__
if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
#endif
ImVector<stbrp_rect> pack_rects;
pack_rects.resize(user_rects.Size);
memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
for (int i = 0; i < user_rects.Size; i++)
{
pack_rects[i].w = user_rects[i].Width;
pack_rects[i].h = user_rects[i].Height;
}
stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed)
{
user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = (unsigned short)pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
}
}
void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
}
void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
}
static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
IM_ASSERT(r->IsPacked());
const int w = atlas->TexWidth;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
{
// Render/copy pixels
IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
const int x_for_white = r->X;
const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
if (atlas->TexPixelsAlpha8 != NULL)
{
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
}
else
{
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
}
}
else
{
// Render 4 white pixels
IM_ASSERT(r->Width == 2 && r->Height == 2);
const int offset = (int)r->X + (int)r->Y * w;
if (atlas->TexPixelsAlpha8 != NULL)
{
atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
}
else
{
atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
}
}
atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
}
static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
return;
// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
IM_ASSERT(r->IsPacked());
for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
{
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
unsigned int y = n;
unsigned int line_width = n;
unsigned int pad_left = (r->Width - line_width) / 2;
unsigned int pad_right = r->Width - (pad_left + line_width);
// Write each slice
IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
if (atlas->TexPixelsAlpha8 != NULL)
{
unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
}
else
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}
}
// Note: this is called / shared by both the stb_truetype and the FreeType builder
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
{
// Round font size
// - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
// - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
// - We may support it better later and remove this rounding.
for (ImFontConfig& cfg : atlas->ConfigData)
cfg.SizePixels = ImTrunc(cfg.SizePixels);
// Register texture region for mouse cursors or standard white pixels
if (atlas->PackIdMouseCursors < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
else
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
}
// Register texture region for thick lines
// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
if (atlas->PackIdLines < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
}
}
// This is called/shared by both the stb_truetype and the FreeType builder.
void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
// Render into our custom data blocks
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
ImFontAtlasBuildRenderDefaultTexData(atlas);
ImFontAtlasBuildRenderLinesTexData(atlas);
// Register custom rectangle glyphs
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
if (r->Font == NULL || r->GlyphID == 0)
continue;
// Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
IM_ASSERT(r->Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(r, &uv0, &uv1);
r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
}
// Build all fonts lookup tables
for (ImFont* font : atlas->Fonts)
if (font->DirtyLookupTables)
font->BuildLookupTable();
atlas->TexReady = true;
}
// Retrieve list of range (2 int per range, values are inclusive)
const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0370, 0x03FF, // Greek and Coptic
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3131, 0x3163, // Korean alphabets
0xAC00, 0xD7A3, // Korean characters
0xFFFD, 0xFFFD, // Invalid
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD, // Invalid
0x4e00, 0x9FAF, // CJK Ideograms
0,
};
return &ranges[0];
}
static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
{
for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
{
out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
base_codepoint += accumulative_offsets[n];
}
out_ranges[0] = 0;
}
//-------------------------------------------------------------------------
// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
{
// Store 2500 regularly used characters for Simplified Chinese.
// Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
// This table covers 97.97% of all characters used during the month in July, 1987.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{
// 2999 ideograms code points for Japanese
// - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
// - 863 Jinmeiyo (meaning "for personal name") Kanji code points
// - Sourced from official information provided by the government agencies of Japan:
// - List of Joyo Kanji by the Agency for Cultural Affairs
// - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/
// - List of Jinmeiyo Kanji by the Ministry of Justice
// - http://www.moj.go.jp/MINJI/minji86.html
// - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).
// - https://creativecommons.org/licenses/by/4.0/legalcode
// - You can generate this code by the script at:
// - https://github.com/vaiorabbit/everyday_use_kanji
// - References:
// - List of Joyo Kanji
// - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
// - List of Jinmeiyo Kanji
// - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
// - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
3,2,1,1,1,1,2,1,1,
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
0x2DE0, 0x2DFF, // Cyrillic Extended-A
0xA640, 0xA69F, // Cyrillic Extended-B
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesThai()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin
0x2010, 0x205E, // Punctuations
0x0E00, 0x0E7F, // Thai
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin
0x0102, 0x0103,
0x0110, 0x0111,
0x0128, 0x0129,
0x0168, 0x0169,
0x01A0, 0x01A1,
0x01AF, 0x01B0,
0x1EA0, 0x1EF9,
0,
};
return &ranges[0];
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
//-----------------------------------------------------------------------------
void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
while (text_end ? (text < text_end) : *text)
{
unsigned int c = 0;
int c_len = ImTextCharFromUtf8(&c, text, text_end);
text += c_len;
if (c_len == 0)
break;
AddChar((ImWchar)c);
}
}
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
AddChar((ImWchar)c);
}
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
out_ranges->push_back(0);
}
//-----------------------------------------------------------------------------
// [SECTION] ImFont
//-----------------------------------------------------------------------------
ImFont::ImFont()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)-1;
EllipsisChar = (ImWchar)-1;
EllipsisWidth = EllipsisCharStep = 0.0f;
EllipsisCharCount = 0;
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
ConfigDataCount = 0;
DirtyLookupTables = false;
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
{
ClearOutputData();
}
void ImFont::ClearOutputData()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
Glyphs.clear();
IndexAdvanceX.clear();
IndexLookup.clear();
FallbackGlyph = NULL;
ContainerAtlas = NULL;
DirtyLookupTables = true;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
{
for (int n = 0; n < candidate_chars_count; n++)
if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
return candidate_chars[n];
return (ImWchar)-1;
}
void ImFont::BuildLookupTable()
{
int max_codepoint = 0;
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
// Build lookup table
IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (ImWchar)i;
// Mark 4K page as used
const int page_n = codepoint / 4096;
Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((ImWchar)' ');
tab_glyph.Codepoint = '\t';
tab_glyph.AdvanceX *= IM_TABSIZE;
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
// Setup Fallback character
const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
if (FallbackGlyph == NULL)
{
FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
if (FallbackGlyph == NULL)
{
FallbackGlyph = &Glyphs.back();
FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
}
}
FallbackAdvanceX = FallbackGlyph->AdvanceX;
for (int i = 0; i < max_codepoint + 1; i++)
if (IndexAdvanceX[i] < 0.0f)
IndexAdvanceX[i] = FallbackAdvanceX;
// Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
if (EllipsisChar == (ImWchar)-1)
EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
if (EllipsisChar != (ImWchar)-1)
{
EllipsisCharCount = 1;
EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;
}
else if (dot_char != (ImWchar)-1)
{
const ImFontGlyph* glyph = FindGlyph(dot_char);
EllipsisChar = dot_char;
EllipsisCharCount = 3;
EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;
EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;
}
}
// API is designed this way to avoid exposing the 4K page size
// e.g. use with IsGlyphRangeUnused(0, 255)
bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
{
unsigned int page_begin = (c_begin / 4096);
unsigned int page_last = (c_last / 4096);
for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
if ((page_n >> 3) < sizeof(Used4kPagesMap))
if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
return false;
return true;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::GrowIndex(int new_size)
{
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
if (new_size <= IndexLookup.Size)
return;
IndexAdvanceX.resize(new_size, -1.0f);
IndexLookup.resize(new_size, (ImWchar)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
if (cfg != NULL)
{
// Clamp & recenter if needed
const float advance_x_original = advance_x;
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
if (advance_x != advance_x_original)
{
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
x0 += char_off_x;
x1 += char_off_x;
}
// Snap to pixel
if (cfg->PixelSnapH)
advance_x = IM_ROUND(advance_x);
// Bake spacing
advance_x += cfg->GlyphExtraSpacing.x;
}
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (unsigned int)codepoint;
glyph.Visible = (x0 != x1) && (y0 != y1);
glyph.Colored = false;
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
glyph.Y1 = y1;
glyph.U0 = u0;
glyph.V0 = v0;
glyph.U1 = u1;
glyph.V1 = v1;
glyph.AdvanceX = advance_x;
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
// We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
DirtyLookupTables = true;
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
}
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
}
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return NULL;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return NULL;
return &Glyphs.Data[i];
}
// Wrapping skips upcoming blanks
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
text++;
if (*text == '\n')
text++;
return text;
}
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^
// List of hardcoded separators: .,;!?'"
// Skip extra blanks after a line returns (that includes not counting them in width computation)
// e.g. "Hello world" --> "Hello" "World"
// Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f;
float word_width = 0.0f;
float blank_width = 0.0f;
wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
const char* word_end = text;
const char* prev_word_end = NULL;
bool inside_word = true;
const char* s = text;
IM_ASSERT(text_end != NULL);
while (s < text_end)
{
unsigned int c = (unsigned int)*s;
const char* next_s;
if (c < 0x80)
next_s = s + 1;
else
next_s = s + ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
line_width = word_width = blank_width = 0.0f;
inside_word = true;
s = next_s;
continue;
}
if (c == '\r')
{
s = next_s;
continue;
}
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
if (ImCharIsBlankW(c))
{
if (inside_word)
{
line_width += blank_width;
blank_width = 0.0f;
word_end = s;
}
blank_width += char_width;
inside_word = false;
}
else
{
word_width += char_width;
if (inside_word)
{
word_end = next_s;
}
else
{
prev_word_end = word_end;
line_width += word_width + blank_width;
word_width = blank_width = 0.0f;
}
// Allow wrapping after punctuation.
inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
}
// We ignore blank width at the end of the line (they can be skipped)
if (line_width + word_width > wrap_width)
{
// Words that cannot possibly fit within an entire line will be cut anywhere.
if (word_width < wrap_width)
s = prev_word_end ? prev_word_end : word_end;
break;
}
s = next_s;
}
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
return s + 1;
return s;
}
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
const float line_height = size;
const float scale = size / FontSize;
ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
const char* s = text_begin;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (s >= word_wrap_eol)
{
if (text_size.x < line_width)
text_size.x = line_width;
text_size.y += line_height;
line_width = 0.0f;
word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
// Decode and advance source
const char* prev_s = s;
unsigned int c = (unsigned int)*s;
if (c < 0x80)
s += 1;
else
s += ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
continue;
}
if (c == '\r')
continue;
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
if (line_width + char_width >= max_width)
{
s = prev_s;
break;
}
line_width += char_width;
}
if (text_size.x < line_width)
text_size.x = line_width;
if (line_width > 0 || text_size.y == 0.0f)
text_size.y += line_height;
if (remaining)
*remaining = s;
return text_size;
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
// Fast-forward to first visible line
const char* s = text_begin;
if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end)
{
const char* line_end = (const char*)memchr(s, '\n', text_end - s);
if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
{
s = line_end ? line_end + 1 : text_end;
}
y += line_height;
}
// For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
// Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
if (text_end - s > 10000 && !word_wrap_enabled)
{
const char* s_end = s;
float y_end = y;
while (y_end < clip_rect.w && s_end < text_end)
{
s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
text_end = s_end;
}
if (s == text_end)
return;
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
const int vtx_count_max = (int)(text_end - s) * 4;
const int idx_count_max = (int)(text_end - s) * 6;
const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
draw_list->PrimReserve(idx_count_max, vtx_count_max);
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_index = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
if (s >= word_wrap_eol)
{
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
s += 1;
else
s += ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
continue;
}
if (c == '\r')
continue;
}
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
if (glyph == NULL)
continue;
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
{
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
{
// Render a character
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip)
{
if (x1 < clip_rect.x)
{
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
x1 = clip_rect.x;
}
if (y1 < clip_rect.y)
{
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
y1 = clip_rect.y;
}
if (x2 > clip_rect.z)
{
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
x2 = clip_rect.z;
}
if (y2 > clip_rect.w)
{
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
y2 = clip_rect.w;
}
if (y1 >= y2)
{
x += char_width;
continue;
}
}
// Support for untinted glyphs
ImU32 glyph_col = glyph->Colored ? col_untinted : col;
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
{
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);
idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);
vtx_write += 4;
vtx_index += 4;
idx_write += 6;
}
}
}
x += char_width;
}
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
draw_list->_VtxCurrentIdx = vtx_index;
}
//-----------------------------------------------------------------------------
// [SECTION] ImGui Internal Render Helpers
//-----------------------------------------------------------------------------
// Vaguely redesigned to stop accessing ImGui global state:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
// Function in need of a redesign (legacy mess)
// - RenderColorRectWithAlphaCheckerboard()
//-----------------------------------------------------------------------------
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
const float h = draw_list->_Data->FontSize * 1.00f;
float r = h * 0.40f * scale;
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
switch (dir)
{
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up) r = -r;
a = ImVec2(+0.000f, +0.750f) * r;
b = ImVec2(-0.866f, -0.750f) * r;
c = ImVec2(+0.866f, -0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left) r = -r;
a = ImVec2(+0.750f, +0.000f) * r;
b = ImVec2(-0.750f, +0.866f) * r;
c = ImVec2(-0.750f, -0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{
// FIXME-OPT: This should be baked in font.
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
}
void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
{
float thickness = ImMax(sz / 5.0f, 1.0f);
sz -= thickness * 0.5f;
pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
float third = sz / 3.0f;
float bx = pos.x + third;
float by = pos.y + sz - third * 0.5f;
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, 0, thickness);
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
switch (direction)
{
case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
}
}
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
{
draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f) return IM_PI * 0.5f;
if (x >= 1.0f) return 0.0f;
return ImAcos(x);
//return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
}
// FIXME: Cleanup and move code to ImDrawList.
void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
{
if (x_end_norm == x_start_norm)
return;
if (x_start_norm > x_end_norm)
ImSwap(x_start_norm, x_end_norm);
ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
if (rounding == 0.0f)
{
draw_list->AddRectFilled(p0, p1, col, 0.0f);
return;
}
rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
const float inv_rounding = 1.0f / rounding;
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
if (arc0_b == arc0_e)
{
draw_list->PathLineTo(ImVec2(x0, p1.y));
draw_list->PathLineTo(ImVec2(x0, p0.y));
}
else if (arc0_b == 0.0f && arc0_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
}
else
{
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
}
if (p1.x > rect.Min.x + rounding)
{
const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
const float x1 = ImMin(p1.x, rect.Max.x - rounding);
if (arc1_b == arc1_e)
{
draw_list->PathLineTo(ImVec2(x1, p0.y));
draw_list->PathLineTo(ImVec2(x1, p1.y));
}
else if (arc1_b == 0.0f && arc1_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
}
else
{
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
}
}
draw_list->PathFillConvex(col);
}
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
{
const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x);
const bool fill_U = (inner.Min.y > outer.Min.y);
const bool fill_D = (inner.Max.y < outer.Max.y);
if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);
if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
}
ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold)
{
bool round_l = r_in.Min.x <= r_outer.Min.x + threshold;
bool round_r = r_in.Max.x >= r_outer.Max.x - threshold;
bool round_t = r_in.Min.y <= r_outer.Min.y + threshold;
bool round_b = r_in.Max.y >= r_outer.Max.y - threshold;
return ImDrawFlags_RoundCornersNone
| ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0)
| ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// FIXME: uses ImGui::GetColorU32
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)
{
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags = ImDrawFlags_RoundCornersDefault_;
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
int yi = 0;
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
{
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
// Combine flags
cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
}
}
}
else
{
draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
}
}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
// Compressed with stb_compress() then converted to a C array and encoded as base85.
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
//-----------------------------------------------------------------------------
static unsigned int stb_decompress_length(const unsigned char *input)
{
return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
}
static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
static const unsigned char *stb__barrier_in_b;
static unsigned char *stb__dout;
static void stb__match(const unsigned char *data, unsigned int length)
{
// INVERSE of memmove... write each byte before copying the next...
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
while (length--) *stb__dout++ = *data++;
}
static void stb__lit(const unsigned char *data, unsigned int length)
{
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
memcpy(stb__dout, data, length);
stb__dout += length;
}
#define stb__in2(x) ((i[x] << 8) + i[(x)+1])
#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1))
#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1))
static const unsigned char *stb_decompress_token(const unsigned char *i)
{
if (*i >= 0x20) { // use fewer if's for cases that expand small
if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
} else { // more ifs for cases that expand large, since overhead is amortized
if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
}
return i;
}
static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
{
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
unsigned long blocklen = buflen % 5552;
unsigned long i;
while (buflen) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
s1 += *buffer++, s2 += s1;
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buflen -= blocklen;
blocklen = 5552;
}
return (unsigned int)(s2 << 16) + (unsigned int)s1;
}
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
{
if (stb__in4(0) != 0x57bC0000) return 0;
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
const unsigned int olen = stb_decompress_length(i);
stb__barrier_in_b = i;
stb__barrier_out_e = output + olen;
stb__barrier_out_b = output;
i += 16;
stb__dout = output;
for (;;) {
const unsigned char *old_i = i;
i = stb_decompress_token(i);
if (i == old_i) {
if (*i == 0x05 && i[1] == 0xfa) {
IM_ASSERT(stb__dout == output + olen);
if (stb__dout != output + olen) return 0;
if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
return 0;
return olen;
} else {
IM_ASSERT(0); /* NOTREACHED */
return 0;
}
}
IM_ASSERT(stb__dout <= output + olen);
if (stb__dout > output + olen)
return 0;
}
}
//-----------------------------------------------------------------------------
// [SECTION] Default font data (ProggyClean.ttf)
//-----------------------------------------------------------------------------
// ProggyClean.ttf
// Copyright (c) 2004, 2005 Tristan Grimmer
// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
//-----------------------------------------------------------------------------
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
//-----------------------------------------------------------------------------
static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#[email protected]<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
"i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#[email protected]'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N"
"kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`�j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N"
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"tm+/Us9pG)XPu`<0s-)WTt(gCRxIg(%6sfh=ktMKn3j)<6<b5Sk_/0(^]AaN#(p/L>&VZ>1i%h1S9u5o@YaaW$e+b<TWFn/Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX"
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"1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P"
"iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO"
"URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#"
";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>"
"w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#"
"d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4"
"A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#"
"/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#"
"m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#"
"TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
"O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_opengl3_loader.h | //-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union ImGL3WProcs {
GL3WglProc ptr[59];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union ImGL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glIsProgram imgl3wProcs.gl.IsProgram
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void close_libgl(void)
{
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
{
GL3WglProc res = NULL;
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 2)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glIsProgram",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/implot_items.cpp | // MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
#define IMGUI_DEFINE_MATH_OPERATORS
#include "implot.h"
#include "implot_internal.h"
//-----------------------------------------------------------------------------
// [SECTION] Macros and Defines
//-----------------------------------------------------------------------------
#define SQRT_1_2 0.70710678118f
#define SQRT_3_2 0.86602540378f
#ifndef IMPLOT_NO_FORCE_INLINE
#ifdef _MSC_VER
#define IMPLOT_INLINE __forceinline
#elif defined(__GNUC__)
#define IMPLOT_INLINE inline __attribute__((__always_inline__))
#elif defined(__CLANG__)
#if __has_attribute(__always_inline__)
#define IMPLOT_INLINE inline __attribute__((__always_inline__))
#else
#define IMPLOT_INLINE inline
#endif
#else
#define IMPLOT_INLINE inline
#endif
#else
#define IMPLOT_INLINE inline
#endif
#if defined __SSE__ || defined __x86_64__ || defined _M_X64
#ifndef IMGUI_ENABLE_SSE
#include <immintrin.h>
#endif
static IMPLOT_INLINE float ImInvSqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
#else
static IMPLOT_INLINE float ImInvSqrt(float x) { return 1.0f / sqrtf(x); }
#endif
#define IMPLOT_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImInvSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
// Support for pre-1.82 versions. Users on 1.82+ can use 0 (default) flags to mean "all corners" but in order to support older versions we are more explicit.
#if (IMGUI_VERSION_NUM < 18102) && !defined(ImDrawFlags_RoundCornersAll)
#define ImDrawFlags_RoundCornersAll ImDrawCornerFlags_All
#endif
//-----------------------------------------------------------------------------
// [SECTION] Template instantiation utility
//-----------------------------------------------------------------------------
// By default, templates are instantiated for `float`, `double`, and for the following integer types, which are defined in imgui.h:
// signed char ImS8; // 8-bit signed integer
// unsigned char ImU8; // 8-bit unsigned integer
// signed short ImS16; // 16-bit signed integer
// unsigned short ImU16; // 16-bit unsigned integer
// signed int ImS32; // 32-bit signed integer == int
// unsigned int ImU32; // 32-bit unsigned integer
// signed long long ImS64; // 64-bit signed integer
// unsigned long long ImU64; // 64-bit unsigned integer
// (note: this list does *not* include `long`, `unsigned long` and `long double`)
//
// You can customize the supported types by defining IMPLOT_CUSTOM_NUMERIC_TYPES at compile time to define your own type list.
// As an example, you could use the compile time define given by the line below in order to support only float and double.
// -DIMPLOT_CUSTOM_NUMERIC_TYPES="(float)(double)"
// In order to support all known C++ types, use:
// -DIMPLOT_CUSTOM_NUMERIC_TYPES="(signed char)(unsigned char)(signed short)(unsigned short)(signed int)(unsigned int)(signed long)(unsigned long)(signed long long)(unsigned long long)(float)(double)(long double)"
#ifdef IMPLOT_CUSTOM_NUMERIC_TYPES
#define IMPLOT_NUMERIC_TYPES IMPLOT_CUSTOM_NUMERIC_TYPES
#else
#define IMPLOT_NUMERIC_TYPES (ImS8)(ImU8)(ImS16)(ImU16)(ImS32)(ImU32)(ImS64)(ImU64)(float)(double)
#endif
// CALL_INSTANTIATE_FOR_NUMERIC_TYPES will duplicate the template instantion code `INSTANTIATE_MACRO(T)` on supported types.
#define _CAT(x, y) _CAT_(x, y)
#define _CAT_(x,y) x ## y
#define _INSTANTIATE_FOR_NUMERIC_TYPES(chain) _CAT(_INSTANTIATE_FOR_NUMERIC_TYPES_1 chain, _END)
#define _INSTANTIATE_FOR_NUMERIC_TYPES_1(T) INSTANTIATE_MACRO(T) _INSTANTIATE_FOR_NUMERIC_TYPES_2
#define _INSTANTIATE_FOR_NUMERIC_TYPES_2(T) INSTANTIATE_MACRO(T) _INSTANTIATE_FOR_NUMERIC_TYPES_1
#define _INSTANTIATE_FOR_NUMERIC_TYPES_1_END
#define _INSTANTIATE_FOR_NUMERIC_TYPES_2_END
#define CALL_INSTANTIATE_FOR_NUMERIC_TYPES() _INSTANTIATE_FOR_NUMERIC_TYPES(IMPLOT_NUMERIC_TYPES)
namespace ImPlot {
//-----------------------------------------------------------------------------
// [SECTION] Utils
//-----------------------------------------------------------------------------
// Calc maximum index size of ImDrawIdx
template <typename T>
struct MaxIdx { static const unsigned int Value; };
template <> const unsigned int MaxIdx<unsigned short>::Value = 65535;
template <> const unsigned int MaxIdx<unsigned int>::Value = 4294967295;
IMPLOT_INLINE void GetLineRenderProps(const ImDrawList& draw_list, float& half_weight, ImVec2& tex_uv0, ImVec2& tex_uv1) {
const bool aa = ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLines) &&
ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLinesUseTex);
if (aa) {
ImVec4 tex_uvs = draw_list._Data->TexUvLines[(int)(half_weight*2)];
tex_uv0 = ImVec2(tex_uvs.x, tex_uvs.y);
tex_uv1 = ImVec2(tex_uvs.z, tex_uvs.w);
half_weight += 1;
}
else {
tex_uv0 = tex_uv1 = draw_list._Data->TexUvWhitePixel;
}
}
IMPLOT_INLINE void PrimLine(ImDrawList& draw_list, const ImVec2& P1, const ImVec2& P2, float half_weight, ImU32 col, const ImVec2& tex_uv0, const ImVec2 tex_uv1) {
float dx = P2.x - P1.x;
float dy = P2.y - P1.y;
IMPLOT_NORMALIZE2F_OVER_ZERO(dx, dy);
dx *= half_weight;
dy *= half_weight;
draw_list._VtxWritePtr[0].pos.x = P1.x + dy;
draw_list._VtxWritePtr[0].pos.y = P1.y - dx;
draw_list._VtxWritePtr[0].uv = tex_uv0;
draw_list._VtxWritePtr[0].col = col;
draw_list._VtxWritePtr[1].pos.x = P2.x + dy;
draw_list._VtxWritePtr[1].pos.y = P2.y - dx;
draw_list._VtxWritePtr[1].uv = tex_uv0;
draw_list._VtxWritePtr[1].col = col;
draw_list._VtxWritePtr[2].pos.x = P2.x - dy;
draw_list._VtxWritePtr[2].pos.y = P2.y + dx;
draw_list._VtxWritePtr[2].uv = tex_uv1;
draw_list._VtxWritePtr[2].col = col;
draw_list._VtxWritePtr[3].pos.x = P1.x - dy;
draw_list._VtxWritePtr[3].pos.y = P1.y + dx;
draw_list._VtxWritePtr[3].uv = tex_uv1;
draw_list._VtxWritePtr[3].col = col;
draw_list._VtxWritePtr += 4;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr += 6;
draw_list._VtxCurrentIdx += 4;
}
IMPLOT_INLINE void PrimRectFill(ImDrawList& draw_list, const ImVec2& Pmin, const ImVec2& Pmax, ImU32 col, const ImVec2& uv) {
draw_list._VtxWritePtr[0].pos = Pmin;
draw_list._VtxWritePtr[0].uv = uv;
draw_list._VtxWritePtr[0].col = col;
draw_list._VtxWritePtr[1].pos = Pmax;
draw_list._VtxWritePtr[1].uv = uv;
draw_list._VtxWritePtr[1].col = col;
draw_list._VtxWritePtr[2].pos.x = Pmin.x;
draw_list._VtxWritePtr[2].pos.y = Pmax.y;
draw_list._VtxWritePtr[2].uv = uv;
draw_list._VtxWritePtr[2].col = col;
draw_list._VtxWritePtr[3].pos.x = Pmax.x;
draw_list._VtxWritePtr[3].pos.y = Pmin.y;
draw_list._VtxWritePtr[3].uv = uv;
draw_list._VtxWritePtr[3].col = col;
draw_list._VtxWritePtr += 4;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr += 6;
draw_list._VtxCurrentIdx += 4;
}
IMPLOT_INLINE void PrimRectLine(ImDrawList& draw_list, const ImVec2& Pmin, const ImVec2& Pmax, float weight, ImU32 col, const ImVec2& uv) {
draw_list._VtxWritePtr[0].pos.x = Pmin.x;
draw_list._VtxWritePtr[0].pos.y = Pmin.y;
draw_list._VtxWritePtr[0].uv = uv;
draw_list._VtxWritePtr[0].col = col;
draw_list._VtxWritePtr[1].pos.x = Pmin.x;
draw_list._VtxWritePtr[1].pos.y = Pmax.y;
draw_list._VtxWritePtr[1].uv = uv;
draw_list._VtxWritePtr[1].col = col;
draw_list._VtxWritePtr[2].pos.x = Pmax.x;
draw_list._VtxWritePtr[2].pos.y = Pmax.y;
draw_list._VtxWritePtr[2].uv = uv;
draw_list._VtxWritePtr[2].col = col;
draw_list._VtxWritePtr[3].pos.x = Pmax.x;
draw_list._VtxWritePtr[3].pos.y = Pmin.y;
draw_list._VtxWritePtr[3].uv = uv;
draw_list._VtxWritePtr[3].col = col;
draw_list._VtxWritePtr[4].pos.x = Pmin.x + weight;
draw_list._VtxWritePtr[4].pos.y = Pmin.y + weight;
draw_list._VtxWritePtr[4].uv = uv;
draw_list._VtxWritePtr[4].col = col;
draw_list._VtxWritePtr[5].pos.x = Pmin.x + weight;
draw_list._VtxWritePtr[5].pos.y = Pmax.y - weight;
draw_list._VtxWritePtr[5].uv = uv;
draw_list._VtxWritePtr[5].col = col;
draw_list._VtxWritePtr[6].pos.x = Pmax.x - weight;
draw_list._VtxWritePtr[6].pos.y = Pmax.y - weight;
draw_list._VtxWritePtr[6].uv = uv;
draw_list._VtxWritePtr[6].col = col;
draw_list._VtxWritePtr[7].pos.x = Pmax.x - weight;
draw_list._VtxWritePtr[7].pos.y = Pmin.y + weight;
draw_list._VtxWritePtr[7].uv = uv;
draw_list._VtxWritePtr[7].col = col;
draw_list._VtxWritePtr += 8;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4);
draw_list._IdxWritePtr += 3;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7);
draw_list._IdxWritePtr += 3;
draw_list._VtxCurrentIdx += 8;
}
//-----------------------------------------------------------------------------
// [SECTION] Item Utils
//-----------------------------------------------------------------------------
ImPlotItem* RegisterOrGetItem(const char* label_id, ImPlotItemFlags flags, bool* just_created) {
ImPlotContext& gp = *GImPlot;
ImPlotItemGroup& Items = *gp.CurrentItems;
ImGuiID id = Items.GetItemID(label_id);
if (just_created != nullptr)
*just_created = Items.GetItem(id) == nullptr;
ImPlotItem* item = Items.GetOrAddItem(id);
if (item->SeenThisFrame)
return item;
item->SeenThisFrame = true;
int idx = Items.GetItemIndex(item);
item->ID = id;
if (!ImHasFlag(flags, ImPlotItemFlags_NoLegend) && ImGui::FindRenderedTextEnd(label_id, nullptr) != label_id) {
Items.Legend.Indices.push_back(idx);
item->NameOffset = Items.Legend.Labels.size();
Items.Legend.Labels.append(label_id, label_id + strlen(label_id) + 1);
}
else {
item->Show = true;
}
return item;
}
ImPlotItem* GetItem(const char* label_id) {
ImPlotContext& gp = *GImPlot;
return gp.CurrentItems->GetItem(label_id);
}
bool IsItemHidden(const char* label_id) {
ImPlotItem* item = GetItem(label_id);
return item != nullptr && !item->Show;
}
ImPlotItem* GetCurrentItem() {
ImPlotContext& gp = *GImPlot;
return gp.CurrentItem;
}
void SetNextLineStyle(const ImVec4& col, float weight) {
ImPlotContext& gp = *GImPlot;
gp.NextItemData.Colors[ImPlotCol_Line] = col;
gp.NextItemData.LineWeight = weight;
}
void SetNextFillStyle(const ImVec4& col, float alpha) {
ImPlotContext& gp = *GImPlot;
gp.NextItemData.Colors[ImPlotCol_Fill] = col;
gp.NextItemData.FillAlpha = alpha;
}
void SetNextMarkerStyle(ImPlotMarker marker, float size, const ImVec4& fill, float weight, const ImVec4& outline) {
ImPlotContext& gp = *GImPlot;
gp.NextItemData.Marker = marker;
gp.NextItemData.Colors[ImPlotCol_MarkerFill] = fill;
gp.NextItemData.MarkerSize = size;
gp.NextItemData.Colors[ImPlotCol_MarkerOutline] = outline;
gp.NextItemData.MarkerWeight = weight;
}
void SetNextErrorBarStyle(const ImVec4& col, float size, float weight) {
ImPlotContext& gp = *GImPlot;
gp.NextItemData.Colors[ImPlotCol_ErrorBar] = col;
gp.NextItemData.ErrorBarSize = size;
gp.NextItemData.ErrorBarWeight = weight;
}
ImVec4 GetLastItemColor() {
ImPlotContext& gp = *GImPlot;
if (gp.PreviousItem)
return ImGui::ColorConvertU32ToFloat4(gp.PreviousItem->Color);
return ImVec4();
}
void BustItemCache() {
ImPlotContext& gp = *GImPlot;
for (int p = 0; p < gp.Plots.GetBufSize(); ++p) {
ImPlotPlot& plot = *gp.Plots.GetByIndex(p);
plot.Items.Reset();
}
for (int p = 0; p < gp.Subplots.GetBufSize(); ++p) {
ImPlotSubplot& subplot = *gp.Subplots.GetByIndex(p);
subplot.Items.Reset();
}
}
void BustColorCache(const char* plot_title_id) {
ImPlotContext& gp = *GImPlot;
if (plot_title_id == nullptr) {
BustItemCache();
}
else {
ImGuiID id = ImGui::GetCurrentWindow()->GetID(plot_title_id);
ImPlotPlot* plot = gp.Plots.GetByKey(id);
if (plot != nullptr)
plot->Items.Reset();
else {
ImPlotSubplot* subplot = gp.Subplots.GetByKey(id);
if (subplot != nullptr)
subplot->Items.Reset();
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] BeginItem / EndItem
//-----------------------------------------------------------------------------
static const float ITEM_HIGHLIGHT_LINE_SCALE = 2.0f;
static const float ITEM_HIGHLIGHT_MARK_SCALE = 1.25f;
// Begins a new item. Returns false if the item should not be plotted.
bool BeginItem(const char* label_id, ImPlotItemFlags flags, ImPlotCol recolor_from) {
ImPlotContext& gp = *GImPlot;
IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PlotX() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
bool just_created;
ImPlotItem* item = RegisterOrGetItem(label_id, flags, &just_created);
// set current item
gp.CurrentItem = item;
ImPlotNextItemData& s = gp.NextItemData;
// set/override item color
if (recolor_from != -1) {
if (!IsColorAuto(s.Colors[recolor_from]))
item->Color = ImGui::ColorConvertFloat4ToU32(s.Colors[recolor_from]);
else if (!IsColorAuto(gp.Style.Colors[recolor_from]))
item->Color = ImGui::ColorConvertFloat4ToU32(gp.Style.Colors[recolor_from]);
else if (just_created)
item->Color = NextColormapColorU32();
}
else if (just_created) {
item->Color = NextColormapColorU32();
}
// hide/show item
if (gp.NextItemData.HasHidden) {
if (just_created || gp.NextItemData.HiddenCond == ImGuiCond_Always)
item->Show = !gp.NextItemData.Hidden;
}
if (!item->Show) {
// reset next item data
gp.NextItemData.Reset();
gp.PreviousItem = item;
gp.CurrentItem = nullptr;
return false;
}
else {
ImVec4 item_color = ImGui::ColorConvertU32ToFloat4(item->Color);
// stage next item colors
s.Colors[ImPlotCol_Line] = IsColorAuto(s.Colors[ImPlotCol_Line]) ? ( IsColorAuto(ImPlotCol_Line) ? item_color : gp.Style.Colors[ImPlotCol_Line] ) : s.Colors[ImPlotCol_Line];
s.Colors[ImPlotCol_Fill] = IsColorAuto(s.Colors[ImPlotCol_Fill]) ? ( IsColorAuto(ImPlotCol_Fill) ? item_color : gp.Style.Colors[ImPlotCol_Fill] ) : s.Colors[ImPlotCol_Fill];
s.Colors[ImPlotCol_MarkerOutline] = IsColorAuto(s.Colors[ImPlotCol_MarkerOutline]) ? ( IsColorAuto(ImPlotCol_MarkerOutline) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerOutline] ) : s.Colors[ImPlotCol_MarkerOutline];
s.Colors[ImPlotCol_MarkerFill] = IsColorAuto(s.Colors[ImPlotCol_MarkerFill]) ? ( IsColorAuto(ImPlotCol_MarkerFill) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerFill] ) : s.Colors[ImPlotCol_MarkerFill];
s.Colors[ImPlotCol_ErrorBar] = IsColorAuto(s.Colors[ImPlotCol_ErrorBar]) ? ( GetStyleColorVec4(ImPlotCol_ErrorBar) ) : s.Colors[ImPlotCol_ErrorBar];
// stage next item style vars
s.LineWeight = s.LineWeight < 0 ? gp.Style.LineWeight : s.LineWeight;
s.Marker = s.Marker < 0 ? gp.Style.Marker : s.Marker;
s.MarkerSize = s.MarkerSize < 0 ? gp.Style.MarkerSize : s.MarkerSize;
s.MarkerWeight = s.MarkerWeight < 0 ? gp.Style.MarkerWeight : s.MarkerWeight;
s.FillAlpha = s.FillAlpha < 0 ? gp.Style.FillAlpha : s.FillAlpha;
s.ErrorBarSize = s.ErrorBarSize < 0 ? gp.Style.ErrorBarSize : s.ErrorBarSize;
s.ErrorBarWeight = s.ErrorBarWeight < 0 ? gp.Style.ErrorBarWeight : s.ErrorBarWeight;
s.DigitalBitHeight = s.DigitalBitHeight < 0 ? gp.Style.DigitalBitHeight : s.DigitalBitHeight;
s.DigitalBitGap = s.DigitalBitGap < 0 ? gp.Style.DigitalBitGap : s.DigitalBitGap;
// apply alpha modifier(s)
s.Colors[ImPlotCol_Fill].w *= s.FillAlpha;
s.Colors[ImPlotCol_MarkerFill].w *= s.FillAlpha; // TODO: this should be separate, if it at all
// apply highlight mods
if (item->LegendHovered) {
if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightItem)) {
s.LineWeight *= ITEM_HIGHLIGHT_LINE_SCALE;
s.MarkerSize *= ITEM_HIGHLIGHT_MARK_SCALE;
s.MarkerWeight *= ITEM_HIGHLIGHT_LINE_SCALE;
// TODO: how to highlight fills?
}
if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightAxis)) {
if (gp.CurrentPlot->EnabledAxesX() > 1)
gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentX].ColorHiLi = item->Color;
if (gp.CurrentPlot->EnabledAxesY() > 1)
gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentY].ColorHiLi = item->Color;
}
}
// set render flags
s.RenderLine = s.Colors[ImPlotCol_Line].w > 0 && s.LineWeight > 0;
s.RenderFill = s.Colors[ImPlotCol_Fill].w > 0;
s.RenderMarkerFill = s.Colors[ImPlotCol_MarkerFill].w > 0;
s.RenderMarkerLine = s.Colors[ImPlotCol_MarkerOutline].w > 0 && s.MarkerWeight > 0;
// push rendering clip rect
PushPlotClipRect();
return true;
}
}
// Ends an item (call only if BeginItem returns true)
void EndItem() {
ImPlotContext& gp = *GImPlot;
// pop rendering clip rect
PopPlotClipRect();
// reset next item data
gp.NextItemData.Reset();
// set current item
gp.PreviousItem = gp.CurrentItem;
gp.CurrentItem = nullptr;
}
//-----------------------------------------------------------------------------
// [SECTION] Indexers
//-----------------------------------------------------------------------------
template <typename T>
IMPLOT_INLINE T IndexData(const T* data, int idx, int count, int offset, int stride) {
const int s = ((offset == 0) << 0) | ((stride == sizeof(T)) << 1);
switch (s) {
case 3 : return data[idx];
case 2 : return data[(offset + idx) % count];
case 1 : return *(const T*)(const void*)((const unsigned char*)data + (size_t)((idx) ) * stride);
case 0 : return *(const T*)(const void*)((const unsigned char*)data + (size_t)((offset + idx) % count) * stride);
default: return T(0);
}
}
template <typename T>
struct IndexerIdx {
IndexerIdx(const T* data, int count, int offset = 0, int stride = sizeof(T)) :
Data(data),
Count(count),
Offset(count ? ImPosMod(offset, count) : 0),
Stride(stride)
{ }
template <typename I> IMPLOT_INLINE double operator()(I idx) const {
return (double)IndexData(Data, idx, Count, Offset, Stride);
}
const T* Data;
int Count;
int Offset;
int Stride;
};
template <typename _Indexer1, typename _Indexer2>
struct IndexerAdd {
IndexerAdd(const _Indexer1& indexer1, const _Indexer2& indexer2, double scale1 = 1, double scale2 = 1)
: Indexer1(indexer1),
Indexer2(indexer2),
Scale1(scale1),
Scale2(scale2),
Count(ImMin(Indexer1.Count, Indexer2.Count))
{ }
template <typename I> IMPLOT_INLINE double operator()(I idx) const {
return Scale1 * Indexer1(idx) + Scale2 * Indexer2(idx);
}
const _Indexer1& Indexer1;
const _Indexer2& Indexer2;
double Scale1;
double Scale2;
int Count;
};
struct IndexerLin {
IndexerLin(double m, double b) : M(m), B(b) { }
template <typename I> IMPLOT_INLINE double operator()(I idx) const {
return M * idx + B;
}
const double M;
const double B;
};
struct IndexerConst {
IndexerConst(double ref) : Ref(ref) { }
template <typename I> IMPLOT_INLINE double operator()(I) const { return Ref; }
const double Ref;
};
//-----------------------------------------------------------------------------
// [SECTION] Getters
//-----------------------------------------------------------------------------
template <typename _IndexerX, typename _IndexerY>
struct GetterXY {
GetterXY(_IndexerX x, _IndexerY y, int count) : IndxerX(x), IndxerY(y), Count(count) { }
template <typename I> IMPLOT_INLINE ImPlotPoint operator()(I idx) const {
return ImPlotPoint(IndxerX(idx),IndxerY(idx));
}
const _IndexerX IndxerX;
const _IndexerY IndxerY;
const int Count;
};
/// Interprets a user's function pointer as ImPlotPoints
struct GetterFuncPtr {
GetterFuncPtr(ImPlotGetter getter, void* data, int count) :
Getter(getter),
Data(data),
Count(count)
{ }
template <typename I> IMPLOT_INLINE ImPlotPoint operator()(I idx) const {
return Getter(idx, Data);
}
ImPlotGetter Getter;
void* const Data;
const int Count;
};
template <typename _Getter>
struct GetterOverrideX {
GetterOverrideX(_Getter getter, double x) : Getter(getter), X(x), Count(getter.Count) { }
template <typename I> IMPLOT_INLINE ImPlotPoint operator()(I idx) const {
ImPlotPoint p = Getter(idx);
p.x = X;
return p;
}
const _Getter Getter;
const double X;
const int Count;
};
template <typename _Getter>
struct GetterOverrideY {
GetterOverrideY(_Getter getter, double y) : Getter(getter), Y(y), Count(getter.Count) { }
template <typename I> IMPLOT_INLINE ImPlotPoint operator()(I idx) const {
ImPlotPoint p = Getter(idx);
p.y = Y;
return p;
}
const _Getter Getter;
const double Y;
const int Count;
};
template <typename _Getter>
struct GetterLoop {
GetterLoop(_Getter getter) : Getter(getter), Count(getter.Count + 1) { }
template <typename I> IMPLOT_INLINE ImPlotPoint operator()(I idx) const {
idx = idx % (Count - 1);
return Getter(idx);
}
const _Getter Getter;
const int Count;
};
template <typename T>
struct GetterError {
GetterError(const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset, int stride) :
Xs(xs),
Ys(ys),
Neg(neg),
Pos(pos),
Count(count),
Offset(count ? ImPosMod(offset, count) : 0),
Stride(stride)
{ }
template <typename I> IMPLOT_INLINE ImPlotPointError operator()(I idx) const {
return ImPlotPointError((double)IndexData(Xs, idx, Count, Offset, Stride),
(double)IndexData(Ys, idx, Count, Offset, Stride),
(double)IndexData(Neg, idx, Count, Offset, Stride),
(double)IndexData(Pos, idx, Count, Offset, Stride));
}
const T* const Xs;
const T* const Ys;
const T* const Neg;
const T* const Pos;
const int Count;
const int Offset;
const int Stride;
};
//-----------------------------------------------------------------------------
// [SECTION] Fitters
//-----------------------------------------------------------------------------
template <typename _Getter1>
struct Fitter1 {
Fitter1(const _Getter1& getter) : Getter(getter) { }
void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const {
for (int i = 0; i < Getter.Count; ++i) {
ImPlotPoint p = Getter(i);
x_axis.ExtendFitWith(y_axis, p.x, p.y);
y_axis.ExtendFitWith(x_axis, p.y, p.x);
}
}
const _Getter1& Getter;
};
template <typename _Getter1>
struct FitterX {
FitterX(const _Getter1& getter) : Getter(getter) { }
void Fit(ImPlotAxis& x_axis, ImPlotAxis&) const {
for (int i = 0; i < Getter.Count; ++i) {
ImPlotPoint p = Getter(i);
x_axis.ExtendFit(p.x);
}
}
const _Getter1& Getter;
};
template <typename _Getter1>
struct FitterY {
FitterY(const _Getter1& getter) : Getter(getter) { }
void Fit(ImPlotAxis&, ImPlotAxis& y_axis) const {
for (int i = 0; i < Getter.Count; ++i) {
ImPlotPoint p = Getter(i);
y_axis.ExtendFit(p.y);
}
}
const _Getter1& Getter;
};
template <typename _Getter1, typename _Getter2>
struct Fitter2 {
Fitter2(const _Getter1& getter1, const _Getter2& getter2) : Getter1(getter1), Getter2(getter2) { }
void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const {
for (int i = 0; i < Getter1.Count; ++i) {
ImPlotPoint p = Getter1(i);
x_axis.ExtendFitWith(y_axis, p.x, p.y);
y_axis.ExtendFitWith(x_axis, p.y, p.x);
}
for (int i = 0; i < Getter2.Count; ++i) {
ImPlotPoint p = Getter2(i);
x_axis.ExtendFitWith(y_axis, p.x, p.y);
y_axis.ExtendFitWith(x_axis, p.y, p.x);
}
}
const _Getter1& Getter1;
const _Getter2& Getter2;
};
template <typename _Getter1, typename _Getter2>
struct FitterBarV {
FitterBarV(const _Getter1& getter1, const _Getter2& getter2, double width) :
Getter1(getter1),
Getter2(getter2),
HalfWidth(width*0.5)
{ }
void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const {
int count = ImMin(Getter1.Count, Getter2.Count);
for (int i = 0; i < count; ++i) {
ImPlotPoint p1 = Getter1(i); p1.x -= HalfWidth;
ImPlotPoint p2 = Getter2(i); p2.x += HalfWidth;
x_axis.ExtendFitWith(y_axis, p1.x, p1.y);
y_axis.ExtendFitWith(x_axis, p1.y, p1.x);
x_axis.ExtendFitWith(y_axis, p2.x, p2.y);
y_axis.ExtendFitWith(x_axis, p2.y, p2.x);
}
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const double HalfWidth;
};
template <typename _Getter1, typename _Getter2>
struct FitterBarH {
FitterBarH(const _Getter1& getter1, const _Getter2& getter2, double height) :
Getter1(getter1),
Getter2(getter2),
HalfHeight(height*0.5)
{ }
void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const {
int count = ImMin(Getter1.Count, Getter2.Count);
for (int i = 0; i < count; ++i) {
ImPlotPoint p1 = Getter1(i); p1.y -= HalfHeight;
ImPlotPoint p2 = Getter2(i); p2.y += HalfHeight;
x_axis.ExtendFitWith(y_axis, p1.x, p1.y);
y_axis.ExtendFitWith(x_axis, p1.y, p1.x);
x_axis.ExtendFitWith(y_axis, p2.x, p2.y);
y_axis.ExtendFitWith(x_axis, p2.y, p2.x);
}
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const double HalfHeight;
};
struct FitterRect {
FitterRect(const ImPlotPoint& pmin, const ImPlotPoint& pmax) :
Pmin(pmin),
Pmax(pmax)
{ }
FitterRect(const ImPlotRect& rect) :
FitterRect(rect.Min(), rect.Max())
{ }
void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const {
x_axis.ExtendFitWith(y_axis, Pmin.x, Pmin.y);
y_axis.ExtendFitWith(x_axis, Pmin.y, Pmin.x);
x_axis.ExtendFitWith(y_axis, Pmax.x, Pmax.y);
y_axis.ExtendFitWith(x_axis, Pmax.y, Pmax.x);
}
const ImPlotPoint Pmin;
const ImPlotPoint Pmax;
};
//-----------------------------------------------------------------------------
// [SECTION] Transformers
//-----------------------------------------------------------------------------
struct Transformer1 {
Transformer1(double pixMin, double pltMin, double pltMax, double m, double scaMin, double scaMax, ImPlotTransform fwd, void* data) :
ScaMin(scaMin),
ScaMax(scaMax),
PltMin(pltMin),
PltMax(pltMax),
PixMin(pixMin),
M(m),
TransformFwd(fwd),
TransformData(data)
{ }
template <typename T> IMPLOT_INLINE float operator()(T p) const {
if (TransformFwd != nullptr) {
double s = TransformFwd(p, TransformData);
double t = (s - ScaMin) / (ScaMax - ScaMin);
p = PltMin + (PltMax - PltMin) * t;
}
return (float)(PixMin + M * (p - PltMin));
}
double ScaMin, ScaMax, PltMin, PltMax, PixMin, M;
ImPlotTransform TransformFwd;
void* TransformData;
};
struct Transformer2 {
Transformer2(const ImPlotAxis& x_axis, const ImPlotAxis& y_axis) :
Tx(x_axis.PixelMin,
x_axis.Range.Min,
x_axis.Range.Max,
x_axis.ScaleToPixel,
x_axis.ScaleMin,
x_axis.ScaleMax,
x_axis.TransformForward,
x_axis.TransformData),
Ty(y_axis.PixelMin,
y_axis.Range.Min,
y_axis.Range.Max,
y_axis.ScaleToPixel,
y_axis.ScaleMin,
y_axis.ScaleMax,
y_axis.TransformForward,
y_axis.TransformData)
{ }
Transformer2(const ImPlotPlot& plot) :
Transformer2(plot.Axes[plot.CurrentX], plot.Axes[plot.CurrentY])
{ }
Transformer2() :
Transformer2(*GImPlot->CurrentPlot)
{ }
template <typename P> IMPLOT_INLINE ImVec2 operator()(const P& plt) const {
ImVec2 out;
out.x = Tx(plt.x);
out.y = Ty(plt.y);
return out;
}
template <typename T> IMPLOT_INLINE ImVec2 operator()(T x, T y) const {
ImVec2 out;
out.x = Tx(x);
out.y = Ty(y);
return out;
}
Transformer1 Tx;
Transformer1 Ty;
};
//-----------------------------------------------------------------------------
// [SECTION] Renderers
//-----------------------------------------------------------------------------
struct RendererBase {
RendererBase(int prims, int idx_consumed, int vtx_consumed) :
Prims(prims),
IdxConsumed(idx_consumed),
VtxConsumed(vtx_consumed)
{ }
const int Prims;
Transformer2 Transformer;
const int IdxConsumed;
const int VtxConsumed;
};
template <class _Getter>
struct RendererLineStrip : RendererBase {
RendererLineStrip(const _Getter& getter, ImU32 col, float weight) :
RendererBase(getter.Count - 1, 6, 4),
Getter(getter),
Col(col),
HalfWeight(ImMax(1.0f,weight)*0.5f)
{
P1 = this->Transformer(Getter(0));
}
void Init(ImDrawList& draw_list) const {
GetLineRenderProps(draw_list, HalfWeight, UV0, UV1);
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) {
P1 = P2;
return false;
}
PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1);
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 P1;
mutable ImVec2 UV0;
mutable ImVec2 UV1;
};
template <class _Getter>
struct RendererLineStripSkip : RendererBase {
RendererLineStripSkip(const _Getter& getter, ImU32 col, float weight) :
RendererBase(getter.Count - 1, 6, 4),
Getter(getter),
Col(col),
HalfWeight(ImMax(1.0f,weight)*0.5f)
{
P1 = this->Transformer(Getter(0));
}
void Init(ImDrawList& draw_list) const {
GetLineRenderProps(draw_list, HalfWeight, UV0, UV1);
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) {
if (!ImNan(P2.x) && !ImNan(P2.y))
P1 = P2;
return false;
}
PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1);
if (!ImNan(P2.x) && !ImNan(P2.y))
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 P1;
mutable ImVec2 UV0;
mutable ImVec2 UV1;
};
template <class _Getter>
struct RendererLineSegments1 : RendererBase {
RendererLineSegments1(const _Getter& getter, ImU32 col, float weight) :
RendererBase(getter.Count / 2, 6, 4),
Getter(getter),
Col(col),
HalfWeight(ImMax(1.0f,weight)*0.5f)
{ }
void Init(ImDrawList& draw_list) const {
GetLineRenderProps(draw_list, HalfWeight, UV0, UV1);
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P1 = this->Transformer(Getter(prim*2+0));
ImVec2 P2 = this->Transformer(Getter(prim*2+1));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2))))
return false;
PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1);
return true;
}
const _Getter& Getter;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 UV0;
mutable ImVec2 UV1;
};
template <class _Getter1, class _Getter2>
struct RendererLineSegments2 : RendererBase {
RendererLineSegments2(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, float weight) :
RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4),
Getter1(getter1),
Getter2(getter2),
Col(col),
HalfWeight(ImMax(1.0f,weight)*0.5f)
{}
void Init(ImDrawList& draw_list) const {
GetLineRenderProps(draw_list, HalfWeight, UV0, UV1);
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P1 = this->Transformer(Getter1(prim));
ImVec2 P2 = this->Transformer(Getter2(prim));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2))))
return false;
PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1);
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 UV0;
mutable ImVec2 UV1;
};
template <class _Getter1, class _Getter2>
struct RendererBarsFillV : RendererBase {
RendererBarsFillV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width) :
RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4),
Getter1(getter1),
Getter2(getter2),
Col(col),
HalfWidth(width/2)
{}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImPlotPoint p1 = Getter1(prim);
ImPlotPoint p2 = Getter2(prim);
p1.x += HalfWidth;
p2.x -= HalfWidth;
ImVec2 P1 = this->Transformer(p1);
ImVec2 P2 = this->Transformer(p2);
float width_px = ImAbs(P1.x-P2.x);
if (width_px < 1.0f) {
P1.x += P1.x > P2.x ? (1-width_px) / 2 : (width_px-1) / 2;
P2.x += P2.x > P1.x ? (1-width_px) / 2 : (width_px-1) / 2;
}
ImVec2 PMin = ImMin(P1, P2);
ImVec2 PMax = ImMax(P1, P2);
if (!cull_rect.Overlaps(ImRect(PMin, PMax)))
return false;
PrimRectFill(draw_list,PMin,PMax,Col,UV);
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
const double HalfWidth;
mutable ImVec2 UV;
};
template <class _Getter1, class _Getter2>
struct RendererBarsFillH : RendererBase {
RendererBarsFillH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height) :
RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4),
Getter1(getter1),
Getter2(getter2),
Col(col),
HalfHeight(height/2)
{}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImPlotPoint p1 = Getter1(prim);
ImPlotPoint p2 = Getter2(prim);
p1.y += HalfHeight;
p2.y -= HalfHeight;
ImVec2 P1 = this->Transformer(p1);
ImVec2 P2 = this->Transformer(p2);
float height_px = ImAbs(P1.y-P2.y);
if (height_px < 1.0f) {
P1.y += P1.y > P2.y ? (1-height_px) / 2 : (height_px-1) / 2;
P2.y += P2.y > P1.y ? (1-height_px) / 2 : (height_px-1) / 2;
}
ImVec2 PMin = ImMin(P1, P2);
ImVec2 PMax = ImMax(P1, P2);
if (!cull_rect.Overlaps(ImRect(PMin, PMax)))
return false;
PrimRectFill(draw_list,PMin,PMax,Col,UV);
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
const double HalfHeight;
mutable ImVec2 UV;
};
template <class _Getter1, class _Getter2>
struct RendererBarsLineV : RendererBase {
RendererBarsLineV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width, float weight) :
RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8),
Getter1(getter1),
Getter2(getter2),
Col(col),
HalfWidth(width/2),
Weight(weight)
{}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImPlotPoint p1 = Getter1(prim);
ImPlotPoint p2 = Getter2(prim);
p1.x += HalfWidth;
p2.x -= HalfWidth;
ImVec2 P1 = this->Transformer(p1);
ImVec2 P2 = this->Transformer(p2);
float width_px = ImAbs(P1.x-P2.x);
if (width_px < 1.0f) {
P1.x += P1.x > P2.x ? (1-width_px) / 2 : (width_px-1) / 2;
P2.x += P2.x > P1.x ? (1-width_px) / 2 : (width_px-1) / 2;
}
ImVec2 PMin = ImMin(P1, P2);
ImVec2 PMax = ImMax(P1, P2);
if (!cull_rect.Overlaps(ImRect(PMin, PMax)))
return false;
PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV);
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
const double HalfWidth;
const float Weight;
mutable ImVec2 UV;
};
template <class _Getter1, class _Getter2>
struct RendererBarsLineH : RendererBase {
RendererBarsLineH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height, float weight) :
RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8),
Getter1(getter1),
Getter2(getter2),
Col(col),
HalfHeight(height/2),
Weight(weight)
{}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImPlotPoint p1 = Getter1(prim);
ImPlotPoint p2 = Getter2(prim);
p1.y += HalfHeight;
p2.y -= HalfHeight;
ImVec2 P1 = this->Transformer(p1);
ImVec2 P2 = this->Transformer(p2);
float height_px = ImAbs(P1.y-P2.y);
if (height_px < 1.0f) {
P1.y += P1.y > P2.y ? (1-height_px) / 2 : (height_px-1) / 2;
P2.y += P2.y > P1.y ? (1-height_px) / 2 : (height_px-1) / 2;
}
ImVec2 PMin = ImMin(P1, P2);
ImVec2 PMax = ImMax(P1, P2);
if (!cull_rect.Overlaps(ImRect(PMin, PMax)))
return false;
PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV);
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
const double HalfHeight;
const float Weight;
mutable ImVec2 UV;
};
template <class _Getter>
struct RendererStairsPre : RendererBase {
RendererStairsPre(const _Getter& getter, ImU32 col, float weight) :
RendererBase(getter.Count - 1, 12, 8),
Getter(getter),
Col(col),
HalfWeight(ImMax(1.0f,weight)*0.5f)
{
P1 = this->Transformer(Getter(0));
}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) {
P1 = P2;
return false;
}
PrimRectFill(draw_list, ImVec2(P1.x - HalfWeight, P1.y), ImVec2(P1.x + HalfWeight, P2.y), Col, UV);
PrimRectFill(draw_list, ImVec2(P1.x, P2.y + HalfWeight), ImVec2(P2.x, P2.y - HalfWeight), Col, UV);
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 P1;
mutable ImVec2 UV;
};
template <class _Getter>
struct RendererStairsPost : RendererBase {
RendererStairsPost(const _Getter& getter, ImU32 col, float weight) :
RendererBase(getter.Count - 1, 12, 8),
Getter(getter),
Col(col),
HalfWeight(ImMax(1.0f,weight) * 0.5f)
{
P1 = this->Transformer(Getter(0));
}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) {
P1 = P2;
return false;
}
PrimRectFill(draw_list, ImVec2(P1.x, P1.y + HalfWeight), ImVec2(P2.x, P1.y - HalfWeight), Col, UV);
PrimRectFill(draw_list, ImVec2(P2.x - HalfWeight, P2.y), ImVec2(P2.x + HalfWeight, P1.y), Col, UV);
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
mutable float HalfWeight;
mutable ImVec2 P1;
mutable ImVec2 UV;
};
template <class _Getter>
struct RendererStairsPreShaded : RendererBase {
RendererStairsPreShaded(const _Getter& getter, ImU32 col) :
RendererBase(getter.Count - 1, 6, 4),
Getter(getter),
Col(col)
{
P1 = this->Transformer(Getter(0));
Y0 = this->Transformer(ImPlotPoint(0,0)).y;
}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(Y0, P2.y));
ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(Y0, P2.y));
if (!cull_rect.Overlaps(ImRect(PMin, PMax))) {
P1 = P2;
return false;
}
PrimRectFill(draw_list, PMin, PMax, Col, UV);
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
float Y0;
mutable ImVec2 P1;
mutable ImVec2 UV;
};
template <class _Getter>
struct RendererStairsPostShaded : RendererBase {
RendererStairsPostShaded(const _Getter& getter, ImU32 col) :
RendererBase(getter.Count - 1, 6, 4),
Getter(getter),
Col(col)
{
P1 = this->Transformer(Getter(0));
Y0 = this->Transformer(ImPlotPoint(0,0)).y;
}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P2 = this->Transformer(Getter(prim + 1));
ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(P1.y, Y0));
ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(P1.y, Y0));
if (!cull_rect.Overlaps(ImRect(PMin, PMax))) {
P1 = P2;
return false;
}
PrimRectFill(draw_list, PMin, PMax, Col, UV);
P1 = P2;
return true;
}
const _Getter& Getter;
const ImU32 Col;
float Y0;
mutable ImVec2 P1;
mutable ImVec2 UV;
};
template <class _Getter1, class _Getter2>
struct RendererShaded : RendererBase {
RendererShaded(const _Getter1& getter1, const _Getter2& getter2, ImU32 col) :
RendererBase(ImMin(getter1.Count, getter2.Count) - 1, 6, 5),
Getter1(getter1),
Getter2(getter2),
Col(col)
{
P11 = this->Transformer(Getter1(0));
P12 = this->Transformer(Getter2(0));
}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 P21 = this->Transformer(Getter1(prim+1));
ImVec2 P22 = this->Transformer(Getter2(prim+1));
ImRect rect(ImMin(ImMin(ImMin(P11,P12),P21),P22), ImMax(ImMax(ImMax(P11,P12),P21),P22));
if (!cull_rect.Overlaps(rect)) {
P11 = P21;
P12 = P22;
return false;
}
const int intersect = (P11.y > P12.y && P22.y > P21.y) || (P12.y > P11.y && P21.y > P22.y);
const ImVec2 intersection = intersect == 0 ? ImVec2(0,0) : Intersection(P11,P21,P12,P22);
draw_list._VtxWritePtr[0].pos = P11;
draw_list._VtxWritePtr[0].uv = UV;
draw_list._VtxWritePtr[0].col = Col;
draw_list._VtxWritePtr[1].pos = P21;
draw_list._VtxWritePtr[1].uv = UV;
draw_list._VtxWritePtr[1].col = Col;
draw_list._VtxWritePtr[2].pos = intersection;
draw_list._VtxWritePtr[2].uv = UV;
draw_list._VtxWritePtr[2].col = Col;
draw_list._VtxWritePtr[3].pos = P12;
draw_list._VtxWritePtr[3].uv = UV;
draw_list._VtxWritePtr[3].col = Col;
draw_list._VtxWritePtr[4].pos = P22;
draw_list._VtxWritePtr[4].uv = UV;
draw_list._VtxWritePtr[4].col = Col;
draw_list._VtxWritePtr += 5;
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1 + intersect);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3);
draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1);
draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4);
draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3 - intersect);
draw_list._IdxWritePtr += 6;
draw_list._VtxCurrentIdx += 5;
P11 = P21;
P12 = P22;
return true;
}
const _Getter1& Getter1;
const _Getter2& Getter2;
const ImU32 Col;
mutable ImVec2 P11;
mutable ImVec2 P12;
mutable ImVec2 UV;
};
struct RectC {
ImPlotPoint Pos;
ImPlotPoint HalfSize;
ImU32 Color;
};
template <typename _Getter>
struct RendererRectC : RendererBase {
RendererRectC(const _Getter& getter) :
RendererBase(getter.Count, 6, 4),
Getter(getter)
{}
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
RectC rect = Getter(prim);
ImVec2 P1 = this->Transformer(rect.Pos.x - rect.HalfSize.x , rect.Pos.y - rect.HalfSize.y);
ImVec2 P2 = this->Transformer(rect.Pos.x + rect.HalfSize.x , rect.Pos.y + rect.HalfSize.y);
if ((rect.Color & IM_COL32_A_MASK) == 0 || !cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2))))
return false;
PrimRectFill(draw_list,P1,P2,rect.Color,UV);
return true;
}
const _Getter& Getter;
mutable ImVec2 UV;
};
//-----------------------------------------------------------------------------
// [SECTION] RenderPrimitives
//-----------------------------------------------------------------------------
/// Renders primitive shapes in bulk as efficiently as possible.
template <class _Renderer>
void RenderPrimitivesEx(const _Renderer& renderer, ImDrawList& draw_list, const ImRect& cull_rect) {
unsigned int prims = renderer.Prims;
unsigned int prims_culled = 0;
unsigned int idx = 0;
renderer.Init(draw_list);
while (prims) {
// find how many can be reserved up to end of current draw command's limit
unsigned int cnt = ImMin(prims, (MaxIdx<ImDrawIdx>::Value - draw_list._VtxCurrentIdx) / renderer.VtxConsumed);
// make sure at least this many elements can be rendered to avoid situations where at the end of buffer this slow path is not taken all the time
if (cnt >= ImMin(64u, prims)) {
if (prims_culled >= cnt)
prims_culled -= cnt; // reuse previous reservation
else {
// add more elements to previous reservation
draw_list.PrimReserve((cnt - prims_culled) * renderer.IdxConsumed, (cnt - prims_culled) * renderer.VtxConsumed);
prims_culled = 0;
}
}
else
{
if (prims_culled > 0) {
draw_list.PrimUnreserve(prims_culled * renderer.IdxConsumed, prims_culled * renderer.VtxConsumed);
prims_culled = 0;
}
cnt = ImMin(prims, (MaxIdx<ImDrawIdx>::Value - 0/*draw_list._VtxCurrentIdx*/) / renderer.VtxConsumed);
// reserve new draw command
draw_list.PrimReserve(cnt * renderer.IdxConsumed, cnt * renderer.VtxConsumed);
}
prims -= cnt;
for (unsigned int ie = idx + cnt; idx != ie; ++idx) {
if (!renderer.Render(draw_list, cull_rect, idx))
prims_culled++;
}
}
if (prims_culled > 0)
draw_list.PrimUnreserve(prims_culled * renderer.IdxConsumed, prims_culled * renderer.VtxConsumed);
}
template <template <class> class _Renderer, class _Getter, typename ...Args>
void RenderPrimitives1(const _Getter& getter, Args... args) {
ImDrawList& draw_list = *GetPlotDrawList();
const ImRect& cull_rect = GetCurrentPlot()->PlotRect;
RenderPrimitivesEx(_Renderer<_Getter>(getter,args...), draw_list, cull_rect);
}
template <template <class,class> class _Renderer, class _Getter1, class _Getter2, typename ...Args>
void RenderPrimitives2(const _Getter1& getter1, const _Getter2& getter2, Args... args) {
ImDrawList& draw_list = *GetPlotDrawList();
const ImRect& cull_rect = GetCurrentPlot()->PlotRect;
RenderPrimitivesEx(_Renderer<_Getter1,_Getter2>(getter1,getter2,args...), draw_list, cull_rect);
}
//-----------------------------------------------------------------------------
// [SECTION] Markers
//-----------------------------------------------------------------------------
template <class _Getter>
struct RendererMarkersFill : RendererBase {
RendererMarkersFill(const _Getter& getter, const ImVec2* marker, int count, float size, ImU32 col) :
RendererBase(getter.Count, (count-2)*3, count),
Getter(getter),
Marker(marker),
Count(count),
Size(size),
Col(col)
{ }
void Init(ImDrawList& draw_list) const {
UV = draw_list._Data->TexUvWhitePixel;
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 p = this->Transformer(Getter(prim));
if (p.x >= cull_rect.Min.x && p.y >= cull_rect.Min.y && p.x <= cull_rect.Max.x && p.y <= cull_rect.Max.y) {
for (int i = 0; i < Count; i++) {
draw_list._VtxWritePtr[0].pos.x = p.x + Marker[i].x * Size;
draw_list._VtxWritePtr[0].pos.y = p.y + Marker[i].y * Size;
draw_list._VtxWritePtr[0].uv = UV;
draw_list._VtxWritePtr[0].col = Col;
draw_list._VtxWritePtr++;
}
for (int i = 2; i < Count; i++) {
draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx);
draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + i - 1);
draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + i);
draw_list._IdxWritePtr += 3;
}
draw_list._VtxCurrentIdx += (ImDrawIdx)Count;
return true;
}
return false;
}
const _Getter& Getter;
const ImVec2* Marker;
const int Count;
const float Size;
const ImU32 Col;
mutable ImVec2 UV;
};
template <class _Getter>
struct RendererMarkersLine : RendererBase {
RendererMarkersLine(const _Getter& getter, const ImVec2* marker, int count, float size, float weight, ImU32 col) :
RendererBase(getter.Count, count/2*6, count/2*4),
Getter(getter),
Marker(marker),
Count(count),
HalfWeight(ImMax(1.0f,weight)*0.5f),
Size(size),
Col(col)
{ }
void Init(ImDrawList& draw_list) const {
GetLineRenderProps(draw_list, HalfWeight, UV0, UV1);
}
IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const {
ImVec2 p = this->Transformer(Getter(prim));
if (p.x >= cull_rect.Min.x && p.y >= cull_rect.Min.y && p.x <= cull_rect.Max.x && p.y <= cull_rect.Max.y) {
for (int i = 0; i < Count; i = i + 2) {
ImVec2 p1(p.x + Marker[i].x * Size, p.y + Marker[i].y * Size);
ImVec2 p2(p.x + Marker[i+1].x * Size, p.y + Marker[i+1].y * Size);
PrimLine(draw_list, p1, p2, HalfWeight, Col, UV0, UV1);
}
return true;
}
return false;
}
const _Getter& Getter;
const ImVec2* Marker;
const int Count;
mutable float HalfWeight;
const float Size;
const ImU32 Col;
mutable ImVec2 UV0;
mutable ImVec2 UV1;
};
static const ImVec2 MARKER_FILL_CIRCLE[10] = {ImVec2(1.0f, 0.0f), ImVec2(0.809017f, 0.58778524f),ImVec2(0.30901697f, 0.95105654f),ImVec2(-0.30901703f, 0.9510565f),ImVec2(-0.80901706f, 0.5877852f),ImVec2(-1.0f, 0.0f),ImVec2(-0.80901694f, -0.58778536f),ImVec2(-0.3090171f, -0.9510565f),ImVec2(0.30901712f, -0.9510565f),ImVec2(0.80901694f, -0.5877853f)};
static const ImVec2 MARKER_FILL_SQUARE[4] = {ImVec2(SQRT_1_2,SQRT_1_2), ImVec2(SQRT_1_2,-SQRT_1_2), ImVec2(-SQRT_1_2,-SQRT_1_2), ImVec2(-SQRT_1_2,SQRT_1_2)};
static const ImVec2 MARKER_FILL_DIAMOND[4] = {ImVec2(1, 0), ImVec2(0, -1), ImVec2(-1, 0), ImVec2(0, 1)};
static const ImVec2 MARKER_FILL_UP[3] = {ImVec2(SQRT_3_2,0.5f),ImVec2(0,-1),ImVec2(-SQRT_3_2,0.5f)};
static const ImVec2 MARKER_FILL_DOWN[3] = {ImVec2(SQRT_3_2,-0.5f),ImVec2(0,1),ImVec2(-SQRT_3_2,-0.5f)};
static const ImVec2 MARKER_FILL_LEFT[3] = {ImVec2(-1,0), ImVec2(0.5, SQRT_3_2), ImVec2(0.5, -SQRT_3_2)};
static const ImVec2 MARKER_FILL_RIGHT[3] = {ImVec2(1,0), ImVec2(-0.5, SQRT_3_2), ImVec2(-0.5, -SQRT_3_2)};
static const ImVec2 MARKER_LINE_CIRCLE[20] = {
ImVec2(1.0f, 0.0f),
ImVec2(0.809017f, 0.58778524f),
ImVec2(0.809017f, 0.58778524f),
ImVec2(0.30901697f, 0.95105654f),
ImVec2(0.30901697f, 0.95105654f),
ImVec2(-0.30901703f, 0.9510565f),
ImVec2(-0.30901703f, 0.9510565f),
ImVec2(-0.80901706f, 0.5877852f),
ImVec2(-0.80901706f, 0.5877852f),
ImVec2(-1.0f, 0.0f),
ImVec2(-1.0f, 0.0f),
ImVec2(-0.80901694f, -0.58778536f),
ImVec2(-0.80901694f, -0.58778536f),
ImVec2(-0.3090171f, -0.9510565f),
ImVec2(-0.3090171f, -0.9510565f),
ImVec2(0.30901712f, -0.9510565f),
ImVec2(0.30901712f, -0.9510565f),
ImVec2(0.80901694f, -0.5877853f),
ImVec2(0.80901694f, -0.5877853f),
ImVec2(1.0f, 0.0f)
};
static const ImVec2 MARKER_LINE_SQUARE[8] = {ImVec2(SQRT_1_2,SQRT_1_2), ImVec2(SQRT_1_2,-SQRT_1_2), ImVec2(SQRT_1_2,-SQRT_1_2), ImVec2(-SQRT_1_2,-SQRT_1_2), ImVec2(-SQRT_1_2,-SQRT_1_2), ImVec2(-SQRT_1_2,SQRT_1_2), ImVec2(-SQRT_1_2,SQRT_1_2), ImVec2(SQRT_1_2,SQRT_1_2)};
static const ImVec2 MARKER_LINE_DIAMOND[8] = {ImVec2(1, 0), ImVec2(0, -1), ImVec2(0, -1), ImVec2(-1, 0), ImVec2(-1, 0), ImVec2(0, 1), ImVec2(0, 1), ImVec2(1, 0)};
static const ImVec2 MARKER_LINE_UP[6] = {ImVec2(SQRT_3_2,0.5f), ImVec2(0,-1),ImVec2(0,-1),ImVec2(-SQRT_3_2,0.5f),ImVec2(-SQRT_3_2,0.5f),ImVec2(SQRT_3_2,0.5f)};
static const ImVec2 MARKER_LINE_DOWN[6] = {ImVec2(SQRT_3_2,-0.5f),ImVec2(0,1),ImVec2(0,1),ImVec2(-SQRT_3_2,-0.5f), ImVec2(-SQRT_3_2,-0.5f), ImVec2(SQRT_3_2,-0.5f)};
static const ImVec2 MARKER_LINE_LEFT[6] = {ImVec2(-1,0), ImVec2(0.5, SQRT_3_2), ImVec2(0.5, SQRT_3_2), ImVec2(0.5, -SQRT_3_2) , ImVec2(0.5, -SQRT_3_2) , ImVec2(-1,0) };
static const ImVec2 MARKER_LINE_RIGHT[6] = {ImVec2(1,0), ImVec2(-0.5, SQRT_3_2), ImVec2(-0.5, SQRT_3_2), ImVec2(-0.5, -SQRT_3_2), ImVec2(-0.5, -SQRT_3_2), ImVec2(1,0) };
static const ImVec2 MARKER_LINE_ASTERISK[6] = {ImVec2(-SQRT_3_2, -0.5f), ImVec2(SQRT_3_2, 0.5f), ImVec2(-SQRT_3_2, 0.5f), ImVec2(SQRT_3_2, -0.5f), ImVec2(0, -1), ImVec2(0, 1)};
static const ImVec2 MARKER_LINE_PLUS[4] = {ImVec2(-1, 0), ImVec2(1, 0), ImVec2(0, -1), ImVec2(0, 1)};
static const ImVec2 MARKER_LINE_CROSS[4] = {ImVec2(-SQRT_1_2,-SQRT_1_2),ImVec2(SQRT_1_2,SQRT_1_2),ImVec2(SQRT_1_2,-SQRT_1_2),ImVec2(-SQRT_1_2,SQRT_1_2)};
template <typename _Getter>
void RenderMarkers(const _Getter& getter, ImPlotMarker marker, float size, bool rend_fill, ImU32 col_fill, bool rend_line, ImU32 col_line, float weight) {
if (rend_fill) {
switch (marker) {
case ImPlotMarker_Circle : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_CIRCLE,10,size,col_fill); break;
case ImPlotMarker_Square : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_SQUARE, 4,size,col_fill); break;
case ImPlotMarker_Diamond : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_DIAMOND,4,size,col_fill); break;
case ImPlotMarker_Up : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_UP, 3,size,col_fill); break;
case ImPlotMarker_Down : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_DOWN, 3,size,col_fill); break;
case ImPlotMarker_Left : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_LEFT, 3,size,col_fill); break;
case ImPlotMarker_Right : RenderPrimitives1<RendererMarkersFill>(getter,MARKER_FILL_RIGHT, 3,size,col_fill); break;
}
}
if (rend_line) {
switch (marker) {
case ImPlotMarker_Circle : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_CIRCLE, 20,size,weight,col_line); break;
case ImPlotMarker_Square : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_SQUARE, 8,size,weight,col_line); break;
case ImPlotMarker_Diamond : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_DIAMOND, 8,size,weight,col_line); break;
case ImPlotMarker_Up : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_UP, 6,size,weight,col_line); break;
case ImPlotMarker_Down : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_DOWN, 6,size,weight,col_line); break;
case ImPlotMarker_Left : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_LEFT, 6,size,weight,col_line); break;
case ImPlotMarker_Right : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_RIGHT, 6,size,weight,col_line); break;
case ImPlotMarker_Asterisk : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_ASTERISK,6,size,weight,col_line); break;
case ImPlotMarker_Plus : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_PLUS, 4,size,weight,col_line); break;
case ImPlotMarker_Cross : RenderPrimitives1<RendererMarkersLine>(getter,MARKER_LINE_CROSS, 4,size,weight,col_line); break;
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] PlotLine
//-----------------------------------------------------------------------------
template <typename _Getter>
void PlotLineEx(const char* label_id, const _Getter& getter, ImPlotLineFlags flags) {
if (BeginItemEx(label_id, Fitter1<_Getter>(getter), flags, ImPlotCol_Line)) {
if (getter.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
if (getter.Count > 1) {
if (ImHasFlag(flags, ImPlotLineFlags_Shaded) && s.RenderFill) {
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]);
GetterOverrideY<_Getter> getter2(getter, 0);
RenderPrimitives2<RendererShaded>(getter,getter2,col_fill);
}
if (s.RenderLine) {
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
if (ImHasFlag(flags,ImPlotLineFlags_Segments)) {
RenderPrimitives1<RendererLineSegments1>(getter,col_line,s.LineWeight);
}
else if (ImHasFlag(flags, ImPlotLineFlags_Loop)) {
if (ImHasFlag(flags, ImPlotLineFlags_SkipNaN))
RenderPrimitives1<RendererLineStripSkip>(GetterLoop<_Getter>(getter),col_line,s.LineWeight);
else
RenderPrimitives1<RendererLineStrip>(GetterLoop<_Getter>(getter),col_line,s.LineWeight);
}
else {
if (ImHasFlag(flags, ImPlotLineFlags_SkipNaN))
RenderPrimitives1<RendererLineStripSkip>(getter,col_line,s.LineWeight);
else
RenderPrimitives1<RendererLineStrip>(getter,col_line,s.LineWeight);
}
}
}
// render markers
if (s.Marker != ImPlotMarker_None) {
if (ImHasFlag(flags, ImPlotLineFlags_NoClip)) {
PopPlotClipRect();
PushPlotClipRect(s.MarkerSize);
}
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerOutline]);
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerFill]);
RenderMarkers<_Getter>(getter, s.Marker, s.MarkerSize, s.RenderMarkerFill, col_fill, s.RenderMarkerLine, col_line, s.MarkerWeight);
}
EndItem();
}
}
template <typename T>
void PlotLine(const char* label_id, const T* values, int count, double xscale, double x0, ImPlotLineFlags flags, int offset, int stride) {
GetterXY<IndexerLin,IndexerIdx<T>> getter(IndexerLin(xscale,x0),IndexerIdx<T>(values,count,offset,stride),count);
PlotLineEx(label_id, getter, flags);
}
template <typename T>
void PlotLine(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags, int offset, int stride) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
PlotLineEx(label_id, getter, flags);
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotLine<T> (const char* label_id, const T* values, int count, double xscale, double x0, ImPlotLineFlags flags, int offset, int stride); \
template IMPLOT_API void PlotLine<T>(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
// custom
void PlotLineG(const char* label_id, ImPlotGetter getter_func, void* data, int count, ImPlotLineFlags flags) {
GetterFuncPtr getter(getter_func,data, count);
PlotLineEx(label_id, getter, flags);
}
//-----------------------------------------------------------------------------
// [SECTION] PlotScatter
//-----------------------------------------------------------------------------
template <typename Getter>
void PlotScatterEx(const char* label_id, const Getter& getter, ImPlotScatterFlags flags) {
if (BeginItemEx(label_id, Fitter1<Getter>(getter), flags, ImPlotCol_MarkerOutline)) {
if (getter.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
ImPlotMarker marker = s.Marker == ImPlotMarker_None ? ImPlotMarker_Circle: s.Marker;
if (marker != ImPlotMarker_None) {
if (ImHasFlag(flags,ImPlotScatterFlags_NoClip)) {
PopPlotClipRect();
PushPlotClipRect(s.MarkerSize);
}
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerOutline]);
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerFill]);
RenderMarkers<Getter>(getter, marker, s.MarkerSize, s.RenderMarkerFill, col_fill, s.RenderMarkerLine, col_line, s.MarkerWeight);
}
EndItem();
}
}
template <typename T>
void PlotScatter(const char* label_id, const T* values, int count, double xscale, double x0, ImPlotScatterFlags flags, int offset, int stride) {
GetterXY<IndexerLin,IndexerIdx<T>> getter(IndexerLin(xscale,x0),IndexerIdx<T>(values,count,offset,stride),count);
PlotScatterEx(label_id, getter, flags);
}
template <typename T>
void PlotScatter(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags, int offset, int stride) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
return PlotScatterEx(label_id, getter, flags);
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotScatter<T>(const char* label_id, const T* values, int count, double xscale, double x0, ImPlotScatterFlags flags, int offset, int stride); \
template IMPLOT_API void PlotScatter<T>(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
// custom
void PlotScatterG(const char* label_id, ImPlotGetter getter_func, void* data, int count, ImPlotScatterFlags flags) {
GetterFuncPtr getter(getter_func,data, count);
return PlotScatterEx(label_id, getter, flags);
}
//-----------------------------------------------------------------------------
// [SECTION] PlotStairs
//-----------------------------------------------------------------------------
template <typename Getter>
void PlotStairsEx(const char* label_id, const Getter& getter, ImPlotStairsFlags flags) {
if (BeginItemEx(label_id, Fitter1<Getter>(getter), flags, ImPlotCol_Line)) {
if (getter.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
if (getter.Count > 1) {
if (s.RenderFill && ImHasFlag(flags,ImPlotStairsFlags_Shaded)) {
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]);
if (ImHasFlag(flags, ImPlotStairsFlags_PreStep))
RenderPrimitives1<RendererStairsPreShaded>(getter,col_fill);
else
RenderPrimitives1<RendererStairsPostShaded>(getter,col_fill);
}
if (s.RenderLine) {
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
if (ImHasFlag(flags, ImPlotStairsFlags_PreStep))
RenderPrimitives1<RendererStairsPre>(getter,col_line,s.LineWeight);
else
RenderPrimitives1<RendererStairsPost>(getter,col_line,s.LineWeight);
}
}
// render markers
if (s.Marker != ImPlotMarker_None) {
PopPlotClipRect();
PushPlotClipRect(s.MarkerSize);
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerOutline]);
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerFill]);
RenderMarkers<Getter>(getter, s.Marker, s.MarkerSize, s.RenderMarkerFill, col_fill, s.RenderMarkerLine, col_line, s.MarkerWeight);
}
EndItem();
}
}
template <typename T>
void PlotStairs(const char* label_id, const T* values, int count, double xscale, double x0, ImPlotStairsFlags flags, int offset, int stride) {
GetterXY<IndexerLin,IndexerIdx<T>> getter(IndexerLin(xscale,x0),IndexerIdx<T>(values,count,offset,stride),count);
PlotStairsEx(label_id, getter, flags);
}
template <typename T>
void PlotStairs(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags, int offset, int stride) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
return PlotStairsEx(label_id, getter, flags);
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotStairs<T> (const char* label_id, const T* values, int count, double xscale, double x0, ImPlotStairsFlags flags, int offset, int stride); \
template IMPLOT_API void PlotStairs<T>(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
// custom
void PlotStairsG(const char* label_id, ImPlotGetter getter_func, void* data, int count, ImPlotStairsFlags flags) {
GetterFuncPtr getter(getter_func,data, count);
return PlotStairsEx(label_id, getter, flags);
}
//-----------------------------------------------------------------------------
// [SECTION] PlotShaded
//-----------------------------------------------------------------------------
template <typename Getter1, typename Getter2>
void PlotShadedEx(const char* label_id, const Getter1& getter1, const Getter2& getter2, ImPlotShadedFlags flags) {
if (BeginItemEx(label_id, Fitter2<Getter1,Getter2>(getter1,getter2), flags, ImPlotCol_Fill)) {
if (getter1.Count <= 0 || getter2.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
if (s.RenderFill) {
const ImU32 col = ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]);
RenderPrimitives2<RendererShaded>(getter1,getter2,col);
}
EndItem();
}
}
template <typename T>
void PlotShaded(const char* label_id, const T* values, int count, double y_ref, double xscale, double x0, ImPlotShadedFlags flags, int offset, int stride) {
if (!(y_ref > -DBL_MAX))
y_ref = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO).Y.Min;
if (!(y_ref < DBL_MAX))
y_ref = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO).Y.Max;
GetterXY<IndexerLin,IndexerIdx<T>> getter1(IndexerLin(xscale,x0),IndexerIdx<T>(values,count,offset,stride),count);
GetterXY<IndexerLin,IndexerConst> getter2(IndexerLin(xscale,x0),IndexerConst(y_ref),count);
PlotShadedEx(label_id, getter1, getter2, flags);
}
template <typename T>
void PlotShaded(const char* label_id, const T* xs, const T* ys, int count, double y_ref, ImPlotShadedFlags flags, int offset, int stride) {
if (y_ref == -HUGE_VAL)
y_ref = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO).Y.Min;
if (y_ref == HUGE_VAL)
y_ref = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO).Y.Max;
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter1(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
GetterXY<IndexerIdx<T>,IndexerConst> getter2(IndexerIdx<T>(xs,count,offset,stride),IndexerConst(y_ref),count);
PlotShadedEx(label_id, getter1, getter2, flags);
}
template <typename T>
void PlotShaded(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags, int offset, int stride) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter1(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys1,count,offset,stride),count);
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter2(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys2,count,offset,stride),count);
PlotShadedEx(label_id, getter1, getter2, flags);
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotShaded<T>(const char* label_id, const T* values, int count, double y_ref, double xscale, double x0, ImPlotShadedFlags flags, int offset, int stride); \
template IMPLOT_API void PlotShaded<T>(const char* label_id, const T* xs, const T* ys, int count, double y_ref, ImPlotShadedFlags flags, int offset, int stride); \
template IMPLOT_API void PlotShaded<T>(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
// custom
void PlotShadedG(const char* label_id, ImPlotGetter getter_func1, void* data1, ImPlotGetter getter_func2, void* data2, int count, ImPlotShadedFlags flags) {
GetterFuncPtr getter1(getter_func1, data1, count);
GetterFuncPtr getter2(getter_func2, data2, count);
PlotShadedEx(label_id, getter1, getter2, flags);
}
//-----------------------------------------------------------------------------
// [SECTION] PlotBars
//-----------------------------------------------------------------------------
template <typename Getter1, typename Getter2>
void PlotBarsVEx(const char* label_id, const Getter1& getter1, const Getter2 getter2, double width, ImPlotBarsFlags flags) {
if (BeginItemEx(label_id, FitterBarV<Getter1,Getter2>(getter1,getter2,width), flags, ImPlotCol_Fill)) {
if (getter1.Count <= 0 || getter2.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]);
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
bool rend_fill = s.RenderFill;
bool rend_line = s.RenderLine;
if (rend_fill) {
RenderPrimitives2<RendererBarsFillV>(getter1,getter2,col_fill,width);
if (rend_line && col_fill == col_line)
rend_line = false;
}
if (rend_line) {
RenderPrimitives2<RendererBarsLineV>(getter1,getter2,col_line,width,s.LineWeight);
}
EndItem();
}
}
template <typename Getter1, typename Getter2>
void PlotBarsHEx(const char* label_id, const Getter1& getter1, const Getter2& getter2, double height, ImPlotBarsFlags flags) {
if (BeginItemEx(label_id, FitterBarH<Getter1,Getter2>(getter1,getter2,height), flags, ImPlotCol_Fill)) {
if (getter1.Count <= 0 || getter2.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]);
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
bool rend_fill = s.RenderFill;
bool rend_line = s.RenderLine;
if (rend_fill) {
RenderPrimitives2<RendererBarsFillH>(getter1,getter2,col_fill,height);
if (rend_line && col_fill == col_line)
rend_line = false;
}
if (rend_line) {
RenderPrimitives2<RendererBarsLineH>(getter1,getter2,col_line,height,s.LineWeight);
}
EndItem();
}
}
template <typename T>
void PlotBars(const char* label_id, const T* values, int count, double bar_size, double shift, ImPlotBarsFlags flags, int offset, int stride) {
if (ImHasFlag(flags, ImPlotBarsFlags_Horizontal)) {
GetterXY<IndexerIdx<T>,IndexerLin> getter1(IndexerIdx<T>(values,count,offset,stride),IndexerLin(1.0,shift),count);
GetterXY<IndexerConst,IndexerLin> getter2(IndexerConst(0),IndexerLin(1.0,shift),count);
PlotBarsHEx(label_id, getter1, getter2, bar_size, flags);
}
else {
GetterXY<IndexerLin,IndexerIdx<T>> getter1(IndexerLin(1.0,shift),IndexerIdx<T>(values,count,offset,stride),count);
GetterXY<IndexerLin,IndexerConst> getter2(IndexerLin(1.0,shift),IndexerConst(0),count);
PlotBarsVEx(label_id, getter1, getter2, bar_size, flags);
}
}
template <typename T>
void PlotBars(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags, int offset, int stride) {
if (ImHasFlag(flags, ImPlotBarsFlags_Horizontal)) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter1(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
GetterXY<IndexerConst, IndexerIdx<T>> getter2(IndexerConst(0),IndexerIdx<T>(ys,count,offset,stride),count);
PlotBarsHEx(label_id, getter1, getter2, bar_size, flags);
}
else {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter1(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
GetterXY<IndexerIdx<T>,IndexerConst> getter2(IndexerIdx<T>(xs,count,offset,stride),IndexerConst(0),count);
PlotBarsVEx(label_id, getter1, getter2, bar_size, flags);
}
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotBars<T>(const char* label_id, const T* values, int count, double bar_size, double shift, ImPlotBarsFlags flags, int offset, int stride); \
template IMPLOT_API void PlotBars<T>(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
void PlotBarsG(const char* label_id, ImPlotGetter getter_func, void* data, int count, double bar_size, ImPlotBarsFlags flags) {
if (ImHasFlag(flags, ImPlotBarsFlags_Horizontal)) {
GetterFuncPtr getter1(getter_func, data, count);
GetterOverrideX<GetterFuncPtr> getter2(getter1,0);
PlotBarsHEx(label_id, getter1, getter2, bar_size, flags);
}
else {
GetterFuncPtr getter1(getter_func, data, count);
GetterOverrideY<GetterFuncPtr> getter2(getter1,0);
PlotBarsVEx(label_id, getter1, getter2, bar_size, flags);
}
}
//-----------------------------------------------------------------------------
// [SECTION] PlotBarGroups
//-----------------------------------------------------------------------------
template <typename T>
void PlotBarGroups(const char* const label_ids[], const T* values, int item_count, int group_count, double group_size, double shift, ImPlotBarGroupsFlags flags) {
const bool horz = ImHasFlag(flags, ImPlotBarGroupsFlags_Horizontal);
const bool stack = ImHasFlag(flags, ImPlotBarGroupsFlags_Stacked);
if (stack) {
SetupLock();
ImPlotContext& gp = *GImPlot;
gp.TempDouble1.resize(4*group_count);
double* temp = gp.TempDouble1.Data;
double* neg = &temp[0];
double* pos = &temp[group_count];
double* curr_min = &temp[group_count*2];
double* curr_max = &temp[group_count*3];
for (int g = 0; g < group_count*2; ++g)
temp[g] = 0;
if (horz) {
for (int i = 0; i < item_count; ++i) {
if (!IsItemHidden(label_ids[i])) {
for (int g = 0; g < group_count; ++g) {
double v = (double)values[i*group_count+g];
if (v > 0) {
curr_min[g] = pos[g];
curr_max[g] = curr_min[g] + v;
pos[g] += v;
}
else {
curr_max[g] = neg[g];
curr_min[g] = curr_max[g] + v;
neg[g] += v;
}
}
}
GetterXY<IndexerIdx<double>,IndexerLin> getter1(IndexerIdx<double>(curr_min,group_count),IndexerLin(1.0,shift),group_count);
GetterXY<IndexerIdx<double>,IndexerLin> getter2(IndexerIdx<double>(curr_max,group_count),IndexerLin(1.0,shift),group_count);
PlotBarsHEx(label_ids[i],getter1,getter2,group_size,0);
}
}
else {
for (int i = 0; i < item_count; ++i) {
if (!IsItemHidden(label_ids[i])) {
for (int g = 0; g < group_count; ++g) {
double v = (double)values[i*group_count+g];
if (v > 0) {
curr_min[g] = pos[g];
curr_max[g] = curr_min[g] + v;
pos[g] += v;
}
else {
curr_max[g] = neg[g];
curr_min[g] = curr_max[g] + v;
neg[g] += v;
}
}
}
GetterXY<IndexerLin,IndexerIdx<double>> getter1(IndexerLin(1.0,shift),IndexerIdx<double>(curr_min,group_count),group_count);
GetterXY<IndexerLin,IndexerIdx<double>> getter2(IndexerLin(1.0,shift),IndexerIdx<double>(curr_max,group_count),group_count);
PlotBarsVEx(label_ids[i],getter1,getter2,group_size,0);
}
}
}
else {
const double subsize = group_size / item_count;
if (horz) {
for (int i = 0; i < item_count; ++i) {
const double subshift = (i+0.5)*subsize - group_size/2;
PlotBars(label_ids[i],&values[i*group_count],group_count,subsize,subshift+shift,ImPlotBarsFlags_Horizontal);
}
}
else {
for (int i = 0; i < item_count; ++i) {
const double subshift = (i+0.5)*subsize - group_size/2;
PlotBars(label_ids[i],&values[i*group_count],group_count,subsize,subshift+shift);
}
}
}
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotBarGroups<T>(const char* const label_ids[], const T* values, int items, int groups, double width, double shift, ImPlotBarGroupsFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotErrorBars
//-----------------------------------------------------------------------------
template <typename _GetterPos, typename _GetterNeg>
void PlotErrorBarsVEx(const char* label_id, const _GetterPos& getter_pos, const _GetterNeg& getter_neg, ImPlotErrorBarsFlags flags) {
if (BeginItemEx(label_id, Fitter2<_GetterPos,_GetterNeg>(getter_pos, getter_neg), flags, IMPLOT_AUTO)) {
if (getter_pos.Count <= 0 || getter_neg.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
ImDrawList& draw_list = *GetPlotDrawList();
const ImU32 col = ImGui::GetColorU32(s.Colors[ImPlotCol_ErrorBar]);
const bool rend_whisker = s.ErrorBarSize > 0;
const float half_whisker = s.ErrorBarSize * 0.5f;
for (int i = 0; i < getter_pos.Count; ++i) {
ImVec2 p1 = PlotToPixels(getter_neg(i),IMPLOT_AUTO,IMPLOT_AUTO);
ImVec2 p2 = PlotToPixels(getter_pos(i),IMPLOT_AUTO,IMPLOT_AUTO);
draw_list.AddLine(p1,p2,col, s.ErrorBarWeight);
if (rend_whisker) {
draw_list.AddLine(p1 - ImVec2(half_whisker, 0), p1 + ImVec2(half_whisker, 0), col, s.ErrorBarWeight);
draw_list.AddLine(p2 - ImVec2(half_whisker, 0), p2 + ImVec2(half_whisker, 0), col, s.ErrorBarWeight);
}
}
EndItem();
}
}
template <typename _GetterPos, typename _GetterNeg>
void PlotErrorBarsHEx(const char* label_id, const _GetterPos& getter_pos, const _GetterNeg& getter_neg, ImPlotErrorBarsFlags flags) {
if (BeginItemEx(label_id, Fitter2<_GetterPos,_GetterNeg>(getter_pos, getter_neg), flags, IMPLOT_AUTO)) {
if (getter_pos.Count <= 0 || getter_neg.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
ImDrawList& draw_list = *GetPlotDrawList();
const ImU32 col = ImGui::GetColorU32(s.Colors[ImPlotCol_ErrorBar]);
const bool rend_whisker = s.ErrorBarSize > 0;
const float half_whisker = s.ErrorBarSize * 0.5f;
for (int i = 0; i < getter_pos.Count; ++i) {
ImVec2 p1 = PlotToPixels(getter_neg(i),IMPLOT_AUTO,IMPLOT_AUTO);
ImVec2 p2 = PlotToPixels(getter_pos(i),IMPLOT_AUTO,IMPLOT_AUTO);
draw_list.AddLine(p1, p2, col, s.ErrorBarWeight);
if (rend_whisker) {
draw_list.AddLine(p1 - ImVec2(0, half_whisker), p1 + ImVec2(0, half_whisker), col, s.ErrorBarWeight);
draw_list.AddLine(p2 - ImVec2(0, half_whisker), p2 + ImVec2(0, half_whisker), col, s.ErrorBarWeight);
}
}
EndItem();
}
}
template <typename T>
void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags, int offset, int stride) {
PlotErrorBars(label_id, xs, ys, err, err, count, flags, offset, stride);
}
template <typename T>
void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags, int offset, int stride) {
IndexerIdx<T> indexer_x(xs, count,offset,stride);
IndexerIdx<T> indexer_y(ys, count,offset,stride);
IndexerIdx<T> indexer_n(neg,count,offset,stride);
IndexerIdx<T> indexer_p(pos,count,offset,stride);
GetterError<T> getter(xs, ys, neg, pos, count, offset, stride);
if (ImHasFlag(flags, ImPlotErrorBarsFlags_Horizontal)) {
IndexerAdd<IndexerIdx<T>,IndexerIdx<T>> indexer_xp(indexer_x, indexer_p, 1, 1);
IndexerAdd<IndexerIdx<T>,IndexerIdx<T>> indexer_xn(indexer_x, indexer_n, 1, -1);
GetterXY<IndexerAdd<IndexerIdx<T>,IndexerIdx<T>>,IndexerIdx<T>> getter_p(indexer_xp, indexer_y, count);
GetterXY<IndexerAdd<IndexerIdx<T>,IndexerIdx<T>>,IndexerIdx<T>> getter_n(indexer_xn, indexer_y, count);
PlotErrorBarsHEx(label_id, getter_p, getter_n, flags);
}
else {
IndexerAdd<IndexerIdx<T>,IndexerIdx<T>> indexer_yp(indexer_y, indexer_p, 1, 1);
IndexerAdd<IndexerIdx<T>,IndexerIdx<T>> indexer_yn(indexer_y, indexer_n, 1, -1);
GetterXY<IndexerIdx<T>,IndexerAdd<IndexerIdx<T>,IndexerIdx<T>>> getter_p(indexer_x, indexer_yp, count);
GetterXY<IndexerIdx<T>,IndexerAdd<IndexerIdx<T>,IndexerIdx<T>>> getter_n(indexer_x, indexer_yn, count);
PlotErrorBarsVEx(label_id, getter_p, getter_n, flags);
}
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotErrorBars<T>(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags, int offset, int stride); \
template IMPLOT_API void PlotErrorBars<T>(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotStems
//-----------------------------------------------------------------------------
template <typename _GetterM, typename _GetterB>
void PlotStemsEx(const char* label_id, const _GetterM& getter_mark, const _GetterB& getter_base, ImPlotStemsFlags flags) {
if (BeginItemEx(label_id, Fitter2<_GetterM,_GetterB>(getter_mark,getter_base), flags, ImPlotCol_Line)) {
if (getter_mark.Count <= 0 || getter_base.Count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
// render stems
if (s.RenderLine) {
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
RenderPrimitives2<RendererLineSegments2>(getter_mark, getter_base, col_line, s.LineWeight);
}
// render markers
if (s.Marker != ImPlotMarker_None) {
PopPlotClipRect();
PushPlotClipRect(s.MarkerSize);
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerOutline]);
const ImU32 col_fill = ImGui::GetColorU32(s.Colors[ImPlotCol_MarkerFill]);
RenderMarkers<_GetterM>(getter_mark, s.Marker, s.MarkerSize, s.RenderMarkerFill, col_fill, s.RenderMarkerLine, col_line, s.MarkerWeight);
}
EndItem();
}
}
template <typename T>
void PlotStems(const char* label_id, const T* values, int count, double ref, double scale, double start, ImPlotStemsFlags flags, int offset, int stride) {
if (ImHasFlag(flags, ImPlotStemsFlags_Horizontal)) {
GetterXY<IndexerIdx<T>,IndexerLin> get_mark(IndexerIdx<T>(values,count,offset,stride),IndexerLin(scale,start),count);
GetterXY<IndexerConst,IndexerLin> get_base(IndexerConst(ref),IndexerLin(scale,start),count);
PlotStemsEx(label_id, get_mark, get_base, flags);
}
else {
GetterXY<IndexerLin,IndexerIdx<T>> get_mark(IndexerLin(scale,start),IndexerIdx<T>(values,count,offset,stride),count);
GetterXY<IndexerLin,IndexerConst> get_base(IndexerLin(scale,start),IndexerConst(ref),count);
PlotStemsEx(label_id, get_mark, get_base, flags);
}
}
template <typename T>
void PlotStems(const char* label_id, const T* xs, const T* ys, int count, double ref, ImPlotStemsFlags flags, int offset, int stride) {
if (ImHasFlag(flags, ImPlotStemsFlags_Horizontal)) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> get_mark(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
GetterXY<IndexerConst,IndexerIdx<T>> get_base(IndexerConst(ref),IndexerIdx<T>(ys,count,offset,stride),count);
PlotStemsEx(label_id, get_mark, get_base, flags);
}
else {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> get_mark(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
GetterXY<IndexerIdx<T>,IndexerConst> get_base(IndexerIdx<T>(xs,count,offset,stride),IndexerConst(ref),count);
PlotStemsEx(label_id, get_mark, get_base, flags);
}
}
#define INSTANTIATE_MACRO(T) \
template IMPLOT_API void PlotStems<T>(const char* label_id, const T* values, int count, double ref, double scale, double start, ImPlotStemsFlags flags, int offset, int stride); \
template IMPLOT_API void PlotStems<T>(const char* label_id, const T* xs, const T* ys, int count, double ref, ImPlotStemsFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotInfLines
//-----------------------------------------------------------------------------
template <typename T>
void PlotInfLines(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags, int offset, int stride) {
const ImPlotRect lims = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO);
if (ImHasFlag(flags, ImPlotInfLinesFlags_Horizontal)) {
GetterXY<IndexerConst,IndexerIdx<T>> getter_min(IndexerConst(lims.X.Min),IndexerIdx<T>(values,count,offset,stride),count);
GetterXY<IndexerConst,IndexerIdx<T>> getter_max(IndexerConst(lims.X.Max),IndexerIdx<T>(values,count,offset,stride),count);
if (BeginItemEx(label_id, FitterY<GetterXY<IndexerConst,IndexerIdx<T>>>(getter_min), flags, ImPlotCol_Line)) {
if (count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
if (s.RenderLine)
RenderPrimitives2<RendererLineSegments2>(getter_min, getter_max, col_line, s.LineWeight);
EndItem();
}
}
else {
GetterXY<IndexerIdx<T>,IndexerConst> get_min(IndexerIdx<T>(values,count,offset,stride),IndexerConst(lims.Y.Min),count);
GetterXY<IndexerIdx<T>,IndexerConst> get_max(IndexerIdx<T>(values,count,offset,stride),IndexerConst(lims.Y.Max),count);
if (BeginItemEx(label_id, FitterX<GetterXY<IndexerIdx<T>,IndexerConst>>(get_min), flags, ImPlotCol_Line)) {
if (count <= 0) {
EndItem();
return;
}
const ImPlotNextItemData& s = GetItemData();
const ImU32 col_line = ImGui::GetColorU32(s.Colors[ImPlotCol_Line]);
if (s.RenderLine)
RenderPrimitives2<RendererLineSegments2>(get_min, get_max, col_line, s.LineWeight);
EndItem();
}
}
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotInfLines<T>(const char* label_id, const T* xs, int count, ImPlotInfLinesFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotPieChart
//-----------------------------------------------------------------------------
IMPLOT_INLINE void RenderPieSlice(ImDrawList& draw_list, const ImPlotPoint& center, double radius, double a0, double a1, ImU32 col) {
const float resolution = 50 / (2 * IM_PI);
ImVec2 buffer[52];
buffer[0] = PlotToPixels(center,IMPLOT_AUTO,IMPLOT_AUTO);
int n = ImMax(3, (int)((a1 - a0) * resolution));
double da = (a1 - a0) / (n - 1);
int i = 0;
for (; i < n; ++i) {
double a = a0 + i * da;
buffer[i + 1] = PlotToPixels(center.x + radius * cos(a), center.y + radius * sin(a),IMPLOT_AUTO,IMPLOT_AUTO);
}
buffer[i+1] = buffer[0];
// fill
draw_list.AddConvexPolyFilled(buffer, n + 1, col);
// border (for AA)
draw_list.AddPolyline(buffer, n + 2, col, 0, 2.0f);
}
template <typename T>
double PieChartSum(const T* values, int count, bool ignore_hidden) {
double sum = 0;
if (ignore_hidden) {
ImPlotContext& gp = *GImPlot;
ImPlotItemGroup& Items = *gp.CurrentItems;
for (int i = 0; i < count; ++i) {
if (i >= Items.GetItemCount())
break;
ImPlotItem* item = Items.GetItemByIndex(i);
IM_ASSERT(item != nullptr);
if (item->Show) {
sum += (double)values[i];
}
}
}
else {
for (int i = 0; i < count; ++i) {
sum += (double)values[i];
}
}
return sum;
}
template <typename T>
void PlotPieChartEx(const char* const label_ids[], const T* values, int count, ImPlotPoint center, double radius, double angle0, ImPlotPieChartFlags flags) {
ImDrawList& draw_list = *GetPlotDrawList();
const bool ignore_hidden = ImHasFlag(flags, ImPlotPieChartFlags_IgnoreHidden);
const double sum = PieChartSum(values, count, ignore_hidden);
const bool normalize = ImHasFlag(flags, ImPlotPieChartFlags_Normalize) || sum > 1.0;
double a0 = angle0 * 2 * IM_PI / 360.0;
double a1 = angle0 * 2 * IM_PI / 360.0;
ImPlotPoint Pmin = ImPlotPoint(center.x - radius, center.y - radius);
ImPlotPoint Pmax = ImPlotPoint(center.x + radius, center.y + radius);
for (int i = 0; i < count; ++i) {
ImPlotItem* item = GetItem(label_ids[i]);
const double percent = normalize ? (double)values[i] / sum : (double)values[i];
const bool skip = sum <= 0.0 || (ignore_hidden && item != nullptr && !item->Show);
if (!skip)
a1 = a0 + 2 * IM_PI * percent;
if (BeginItemEx(label_ids[i], FitterRect(Pmin, Pmax))) {
if (sum > 0.0) {
ImU32 col = GetCurrentItem()->Color;
if (percent < 0.5) {
RenderPieSlice(draw_list, center, radius, a0, a1, col);
}
else {
RenderPieSlice(draw_list, center, radius, a0, a0 + (a1 - a0) * 0.5, col);
RenderPieSlice(draw_list, center, radius, a0 + (a1 - a0) * 0.5, a1, col);
}
}
EndItem();
}
if (!skip)
a0 = a1;
}
}
int PieChartFormatter(double value, char* buff, int size, void* data) {
const char* fmt = (const char*)data;
return snprintf(buff, size, fmt, value);
};
template <typename T>
void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, const char* fmt, double angle0, ImPlotPieChartFlags flags) {
PlotPieChart<T>(label_ids, values, count, x, y, radius, PieChartFormatter, (void*)fmt, angle0, flags);
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotPieChart<T>(const char* const label_ids[], const T* values, int count, double x, double y, double radius, const char* fmt, double angle0, ImPlotPieChartFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
template <typename T>
void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt, void* fmt_data, double angle0, ImPlotPieChartFlags flags) {
IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "PlotPieChart() needs to be called between BeginPlot() and EndPlot()!");
ImDrawList& draw_list = *GetPlotDrawList();
const bool ignore_hidden = ImHasFlag(flags, ImPlotPieChartFlags_IgnoreHidden);
const double sum = PieChartSum(values, count, ignore_hidden);
const bool normalize = ImHasFlag(flags, ImPlotPieChartFlags_Normalize) || sum > 1.0;
ImPlotPoint center(x, y);
PushPlotClipRect();
PlotPieChartEx(label_ids, values, count, center, radius, angle0, flags);
if (fmt != nullptr) {
double a0 = angle0 * 2 * IM_PI / 360.0;
double a1 = angle0 * 2 * IM_PI / 360.0;
char buffer[32];
for (int i = 0; i < count; ++i) {
ImPlotItem* item = GetItem(label_ids[i]);
IM_ASSERT(item != nullptr);
const double percent = normalize ? (double)values[i] / sum : (double)values[i];
const bool skip = ignore_hidden && item != nullptr && !item->Show;
if (!skip) {
a1 = a0 + 2 * IM_PI * percent;
if (item->Show) {
fmt((double)values[i], buffer, 32, fmt_data);
ImVec2 size = ImGui::CalcTextSize(buffer);
double angle = a0 + (a1 - a0) * 0.5;
ImVec2 pos = PlotToPixels(center.x + 0.5 * radius * cos(angle), center.y + 0.5 * radius * sin(angle), IMPLOT_AUTO, IMPLOT_AUTO);
ImU32 col = CalcTextColor(ImGui::ColorConvertU32ToFloat4(item->Color));
draw_list.AddText(pos - size * 0.5f, col, buffer);
}
a0 = a1;
}
}
}
PopPlotClipRect();
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt, void* fmt_data, double angle0, ImPlotPieChartFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotHeatmap
//-----------------------------------------------------------------------------
template <typename T>
struct GetterHeatmapRowMaj {
GetterHeatmapRowMaj(const T* values, int rows, int cols, double scale_min, double scale_max, double width, double height, double xref, double yref, double ydir) :
Values(values),
Count(rows*cols),
Rows(rows),
Cols(cols),
ScaleMin(scale_min),
ScaleMax(scale_max),
Width(width),
Height(height),
XRef(xref),
YRef(yref),
YDir(ydir),
HalfSize(Width*0.5, Height*0.5)
{ }
template <typename I> IMPLOT_INLINE RectC operator()(I idx) const {
double val = (double)Values[idx];
const int r = idx / Cols;
const int c = idx % Cols;
const ImPlotPoint p(XRef + HalfSize.x + c*Width, YRef + YDir * (HalfSize.y + r*Height));
RectC rect;
rect.Pos = p;
rect.HalfSize = HalfSize;
const float t = ImClamp((float)ImRemap01(val, ScaleMin, ScaleMax),0.0f,1.0f);
ImPlotContext& gp = *GImPlot;
rect.Color = gp.ColormapData.LerpTable(gp.Style.Colormap, t);
return rect;
}
const T* const Values;
const int Count, Rows, Cols;
const double ScaleMin, ScaleMax, Width, Height, XRef, YRef, YDir;
const ImPlotPoint HalfSize;
};
template <typename T>
struct GetterHeatmapColMaj {
GetterHeatmapColMaj(const T* values, int rows, int cols, double scale_min, double scale_max, double width, double height, double xref, double yref, double ydir) :
Values(values),
Count(rows*cols),
Rows(rows),
Cols(cols),
ScaleMin(scale_min),
ScaleMax(scale_max),
Width(width),
Height(height),
XRef(xref),
YRef(yref),
YDir(ydir),
HalfSize(Width*0.5, Height*0.5)
{ }
template <typename I> IMPLOT_INLINE RectC operator()(I idx) const {
double val = (double)Values[idx];
const int r = idx % Rows;
const int c = idx / Rows;
const ImPlotPoint p(XRef + HalfSize.x + c*Width, YRef + YDir * (HalfSize.y + r*Height));
RectC rect;
rect.Pos = p;
rect.HalfSize = HalfSize;
const float t = ImClamp((float)ImRemap01(val, ScaleMin, ScaleMax),0.0f,1.0f);
ImPlotContext& gp = *GImPlot;
rect.Color = gp.ColormapData.LerpTable(gp.Style.Colormap, t);
return rect;
}
const T* const Values;
const int Count, Rows, Cols;
const double ScaleMin, ScaleMax, Width, Height, XRef, YRef, YDir;
const ImPlotPoint HalfSize;
};
template <typename T>
void RenderHeatmap(ImDrawList& draw_list, const T* values, int rows, int cols, double scale_min, double scale_max, const char* fmt, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, bool reverse_y, bool col_maj) {
ImPlotContext& gp = *GImPlot;
Transformer2 transformer;
if (scale_min == 0 && scale_max == 0) {
T temp_min, temp_max;
ImMinMaxArray(values,rows*cols,&temp_min,&temp_max);
scale_min = (double)temp_min;
scale_max = (double)temp_max;
}
if (scale_min == scale_max) {
ImVec2 a = transformer(bounds_min);
ImVec2 b = transformer(bounds_max);
ImU32 col = GetColormapColorU32(0,gp.Style.Colormap);
draw_list.AddRectFilled(a, b, col);
return;
}
const double yref = reverse_y ? bounds_max.y : bounds_min.y;
const double ydir = reverse_y ? -1 : 1;
if (col_maj) {
GetterHeatmapColMaj<T> getter(values, rows, cols, scale_min, scale_max, (bounds_max.x - bounds_min.x) / cols, (bounds_max.y - bounds_min.y) / rows, bounds_min.x, yref, ydir);
RenderPrimitives1<RendererRectC>(getter);
}
else {
GetterHeatmapRowMaj<T> getter(values, rows, cols, scale_min, scale_max, (bounds_max.x - bounds_min.x) / cols, (bounds_max.y - bounds_min.y) / rows, bounds_min.x, yref, ydir);
RenderPrimitives1<RendererRectC>(getter);
}
// labels
if (fmt != nullptr) {
const double w = (bounds_max.x - bounds_min.x) / cols;
const double h = (bounds_max.y - bounds_min.y) / rows;
const ImPlotPoint half_size(w*0.5,h*0.5);
int i = 0;
if (col_maj) {
for (int c = 0; c < cols; ++c) {
for (int r = 0; r < rows; ++r) {
ImPlotPoint p;
p.x = bounds_min.x + 0.5*w + c*w;
p.y = yref + ydir * (0.5*h + r*h);
ImVec2 px = transformer(p);
char buff[32];
ImFormatString(buff, 32, fmt, values[i]);
ImVec2 size = ImGui::CalcTextSize(buff);
double t = ImClamp(ImRemap01((double)values[i], scale_min, scale_max),0.0,1.0);
ImVec4 color = SampleColormap((float)t);
ImU32 col = CalcTextColor(color);
draw_list.AddText(px - size * 0.5f, col, buff);
i++;
}
}
}
else {
for (int r = 0; r < rows; ++r) {
for (int c = 0; c < cols; ++c) {
ImPlotPoint p;
p.x = bounds_min.x + 0.5*w + c*w;
p.y = yref + ydir * (0.5*h + r*h);
ImVec2 px = transformer(p);
char buff[32];
ImFormatString(buff, 32, fmt, values[i]);
ImVec2 size = ImGui::CalcTextSize(buff);
double t = ImClamp(ImRemap01((double)values[i], scale_min, scale_max),0.0,1.0);
ImVec4 color = SampleColormap((float)t);
ImU32 col = CalcTextColor(color);
draw_list.AddText(px - size * 0.5f, col, buff);
i++;
}
}
}
}
}
template <typename T>
void PlotHeatmap(const char* label_id, const T* values, int rows, int cols, double scale_min, double scale_max, const char* fmt, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, ImPlotHeatmapFlags flags) {
if (BeginItemEx(label_id, FitterRect(bounds_min, bounds_max))) {
if (rows <= 0 || cols <= 0) {
EndItem();
return;
}
ImDrawList& draw_list = *GetPlotDrawList();
const bool col_maj = ImHasFlag(flags, ImPlotHeatmapFlags_ColMajor);
RenderHeatmap(draw_list, values, rows, cols, scale_min, scale_max, fmt, bounds_min, bounds_max, true, col_maj);
EndItem();
}
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotHeatmap<T>(const char* label_id, const T* values, int rows, int cols, double scale_min, double scale_max, const char* fmt, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, ImPlotHeatmapFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotHistogram
//-----------------------------------------------------------------------------
template <typename T>
double PlotHistogram(const char* label_id, const T* values, int count, int bins, double bar_scale, ImPlotRange range, ImPlotHistogramFlags flags) {
const bool cumulative = ImHasFlag(flags, ImPlotHistogramFlags_Cumulative);
const bool density = ImHasFlag(flags, ImPlotHistogramFlags_Density);
const bool outliers = !ImHasFlag(flags, ImPlotHistogramFlags_NoOutliers);
if (count <= 0 || bins == 0)
return 0;
if (range.Min == 0 && range.Max == 0) {
T Min, Max;
ImMinMaxArray(values, count, &Min, &Max);
range.Min = (double)Min;
range.Max = (double)Max;
}
double width;
if (bins < 0)
CalculateBins(values, count, bins, range, bins, width);
else
width = range.Size() / bins;
ImPlotContext& gp = *GImPlot;
ImVector<double>& bin_centers = gp.TempDouble1;
ImVector<double>& bin_counts = gp.TempDouble2;
bin_centers.resize(bins);
bin_counts.resize(bins);
int below = 0;
for (int b = 0; b < bins; ++b) {
bin_centers[b] = range.Min + b * width + width * 0.5;
bin_counts[b] = 0;
}
int counted = 0;
double max_count = 0;
for (int i = 0; i < count; ++i) {
double val = (double)values[i];
if (range.Contains(val)) {
const int b = ImClamp((int)((val - range.Min) / width), 0, bins - 1);
bin_counts[b] += 1.0;
if (bin_counts[b] > max_count)
max_count = bin_counts[b];
counted++;
}
else if (val < range.Min) {
below++;
}
}
if (cumulative && density) {
if (outliers)
bin_counts[0] += below;
for (int b = 1; b < bins; ++b)
bin_counts[b] += bin_counts[b-1];
double scale = 1.0 / (outliers ? count : counted);
for (int b = 0; b < bins; ++b)
bin_counts[b] *= scale;
max_count = bin_counts[bins-1];
}
else if (cumulative) {
if (outliers)
bin_counts[0] += below;
for (int b = 1; b < bins; ++b)
bin_counts[b] += bin_counts[b-1];
max_count = bin_counts[bins-1];
}
else if (density) {
double scale = 1.0 / ((outliers ? count : counted) * width);
for (int b = 0; b < bins; ++b)
bin_counts[b] *= scale;
max_count *= scale;
}
if (ImHasFlag(flags, ImPlotHistogramFlags_Horizontal))
PlotBars(label_id, &bin_counts.Data[0], &bin_centers.Data[0], bins, bar_scale*width, ImPlotBarsFlags_Horizontal);
else
PlotBars(label_id, &bin_centers.Data[0], &bin_counts.Data[0], bins, bar_scale*width);
return max_count;
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API double PlotHistogram<T>(const char* label_id, const T* values, int count, int bins, double bar_scale, ImPlotRange range, ImPlotHistogramFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotHistogram2D
//-----------------------------------------------------------------------------
template <typename T>
double PlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count, int x_bins, int y_bins, ImPlotRect range, ImPlotHistogramFlags flags) {
// const bool cumulative = ImHasFlag(flags, ImPlotHistogramFlags_Cumulative); NOT SUPPORTED
const bool density = ImHasFlag(flags, ImPlotHistogramFlags_Density);
const bool outliers = !ImHasFlag(flags, ImPlotHistogramFlags_NoOutliers);
const bool col_maj = ImHasFlag(flags, ImPlotHistogramFlags_ColMajor);
if (count <= 0 || x_bins == 0 || y_bins == 0)
return 0;
if (range.X.Min == 0 && range.X.Max == 0) {
T Min, Max;
ImMinMaxArray(xs, count, &Min, &Max);
range.X.Min = (double)Min;
range.X.Max = (double)Max;
}
if (range.Y.Min == 0 && range.Y.Max == 0) {
T Min, Max;
ImMinMaxArray(ys, count, &Min, &Max);
range.Y.Min = (double)Min;
range.Y.Max = (double)Max;
}
double width, height;
if (x_bins < 0)
CalculateBins(xs, count, x_bins, range.X, x_bins, width);
else
width = range.X.Size() / x_bins;
if (y_bins < 0)
CalculateBins(ys, count, y_bins, range.Y, y_bins, height);
else
height = range.Y.Size() / y_bins;
const int bins = x_bins * y_bins;
ImPlotContext& gp = *GImPlot;
ImVector<double>& bin_counts = gp.TempDouble1;
bin_counts.resize(bins);
for (int b = 0; b < bins; ++b)
bin_counts[b] = 0;
int counted = 0;
double max_count = 0;
for (int i = 0; i < count; ++i) {
if (range.Contains((double)xs[i], (double)ys[i])) {
const int xb = ImClamp( (int)((double)(xs[i] - range.X.Min) / width) , 0, x_bins - 1);
const int yb = ImClamp( (int)((double)(ys[i] - range.Y.Min) / height) , 0, y_bins - 1);
const int b = yb * x_bins + xb;
bin_counts[b] += 1.0;
if (bin_counts[b] > max_count)
max_count = bin_counts[b];
counted++;
}
}
if (density) {
double scale = 1.0 / ((outliers ? count : counted) * width * height);
for (int b = 0; b < bins; ++b)
bin_counts[b] *= scale;
max_count *= scale;
}
if (BeginItemEx(label_id, FitterRect(range))) {
if (y_bins <= 0 || x_bins <= 0) {
EndItem();
return max_count;
}
ImDrawList& draw_list = *GetPlotDrawList();
RenderHeatmap(draw_list, &bin_counts.Data[0], y_bins, x_bins, 0, max_count, nullptr, range.Min(), range.Max(), false, col_maj);
EndItem();
}
return max_count;
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API double PlotHistogram2D<T>(const char* label_id, const T* xs, const T* ys, int count, int x_bins, int y_bins, ImPlotRect range, ImPlotHistogramFlags flags);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
//-----------------------------------------------------------------------------
// [SECTION] PlotDigital
//-----------------------------------------------------------------------------
// TODO: Make this behave like all the other plot types (.e. not fixed in y axis)
template <typename Getter>
void PlotDigitalEx(const char* label_id, Getter getter, ImPlotDigitalFlags flags) {
if (BeginItem(label_id, flags, ImPlotCol_Fill)) {
ImPlotContext& gp = *GImPlot;
ImDrawList& draw_list = *GetPlotDrawList();
const ImPlotNextItemData& s = GetItemData();
if (getter.Count > 1 && s.RenderFill) {
ImPlotPlot& plot = *gp.CurrentPlot;
ImPlotAxis& x_axis = plot.Axes[plot.CurrentX];
ImPlotAxis& y_axis = plot.Axes[plot.CurrentY];
int pixYMax = 0;
ImPlotPoint itemData1 = getter(0);
for (int i = 0; i < getter.Count; ++i) {
ImPlotPoint itemData2 = getter(i);
if (ImNanOrInf(itemData1.y)) {
itemData1 = itemData2;
continue;
}
if (ImNanOrInf(itemData2.y)) itemData2.y = ImConstrainNan(ImConstrainInf(itemData2.y));
int pixY_0 = (int)(s.LineWeight);
itemData1.y = ImMax(0.0, itemData1.y);
float pixY_1_float = s.DigitalBitHeight * (float)itemData1.y;
int pixY_1 = (int)(pixY_1_float); //allow only positive values
int pixY_chPosOffset = (int)(ImMax(s.DigitalBitHeight, pixY_1_float) + s.DigitalBitGap);
pixYMax = ImMax(pixYMax, pixY_chPosOffset);
ImVec2 pMin = PlotToPixels(itemData1,IMPLOT_AUTO,IMPLOT_AUTO);
ImVec2 pMax = PlotToPixels(itemData2,IMPLOT_AUTO,IMPLOT_AUTO);
int pixY_Offset = 0; //20 pixel from bottom due to mouse cursor label
pMin.y = (y_axis.PixelMin) + ((-gp.DigitalPlotOffset) - pixY_Offset);
pMax.y = (y_axis.PixelMin) + ((-gp.DigitalPlotOffset) - pixY_0 - pixY_1 - pixY_Offset);
//plot only one rectangle for same digital state
while (((i+2) < getter.Count) && (itemData1.y == itemData2.y)) {
const int in = (i + 1);
itemData2 = getter(in);
if (ImNanOrInf(itemData2.y)) break;
pMax.x = PlotToPixels(itemData2,IMPLOT_AUTO,IMPLOT_AUTO).x;
i++;
}
//do not extend plot outside plot range
if (pMin.x < x_axis.PixelMin) pMin.x = x_axis.PixelMin;
if (pMax.x < x_axis.PixelMin) pMax.x = x_axis.PixelMin;
if (pMin.x > x_axis.PixelMax) pMin.x = x_axis.PixelMax - 1; //fix issue related to https://github.com/ocornut/imgui/issues/3976
if (pMax.x > x_axis.PixelMax) pMax.x = x_axis.PixelMax - 1; //fix issue related to https://github.com/ocornut/imgui/issues/3976
//plot a rectangle that extends up to x2 with y1 height
if ((pMax.x > pMin.x) && (gp.CurrentPlot->PlotRect.Contains(pMin) || gp.CurrentPlot->PlotRect.Contains(pMax))) {
// ImVec4 colAlpha = item->Color;
// colAlpha.w = item->Highlight ? 1.0f : 0.9f;
draw_list.AddRectFilled(pMin, pMax, ImGui::GetColorU32(s.Colors[ImPlotCol_Fill]));
}
itemData1 = itemData2;
}
gp.DigitalPlotItemCnt++;
gp.DigitalPlotOffset += pixYMax;
}
EndItem();
}
}
template <typename T>
void PlotDigital(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags, int offset, int stride) {
GetterXY<IndexerIdx<T>,IndexerIdx<T>> getter(IndexerIdx<T>(xs,count,offset,stride),IndexerIdx<T>(ys,count,offset,stride),count);
return PlotDigitalEx(label_id, getter, flags);
}
#define INSTANTIATE_MACRO(T) template IMPLOT_API void PlotDigital<T>(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags, int offset, int stride);
CALL_INSTANTIATE_FOR_NUMERIC_TYPES()
#undef INSTANTIATE_MACRO
// custom
void PlotDigitalG(const char* label_id, ImPlotGetter getter_func, void* data, int count, ImPlotDigitalFlags flags) {
GetterFuncPtr getter(getter_func,data,count);
return PlotDigitalEx(label_id, getter, flags);
}
//-----------------------------------------------------------------------------
// [SECTION] PlotImage
//-----------------------------------------------------------------------------
void PlotImage(const char* label_id, ImTextureID user_texture_id, const ImPlotPoint& bmin, const ImPlotPoint& bmax, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, ImPlotImageFlags) {
if (BeginItemEx(label_id, FitterRect(bmin,bmax))) {
ImU32 tint_col32 = ImGui::ColorConvertFloat4ToU32(tint_col);
GetCurrentItem()->Color = tint_col32;
ImDrawList& draw_list = *GetPlotDrawList();
ImVec2 p1 = PlotToPixels(bmin.x, bmax.y,IMPLOT_AUTO,IMPLOT_AUTO);
ImVec2 p2 = PlotToPixels(bmax.x, bmin.y,IMPLOT_AUTO,IMPLOT_AUTO);
PushPlotClipRect();
draw_list.AddImage(user_texture_id, p1, p2, uv0, uv1, tint_col32);
PopPlotClipRect();
EndItem();
}
}
//-----------------------------------------------------------------------------
// [SECTION] PlotText
//-----------------------------------------------------------------------------
void PlotText(const char* text, double x, double y, const ImVec2& pixel_offset, ImPlotTextFlags flags) {
IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "PlotText() needs to be called between BeginPlot() and EndPlot()!");
SetupLock();
ImDrawList & draw_list = *GetPlotDrawList();
PushPlotClipRect();
ImU32 colTxt = GetStyleColorU32(ImPlotCol_InlayText);
if (ImHasFlag(flags,ImPlotTextFlags_Vertical)) {
ImVec2 siz = CalcTextSizeVertical(text) * 0.5f;
ImVec2 ctr = siz * 0.5f;
ImVec2 pos = PlotToPixels(ImPlotPoint(x,y),IMPLOT_AUTO,IMPLOT_AUTO) + ImVec2(-ctr.x, ctr.y) + pixel_offset;
if (FitThisFrame() && !ImHasFlag(flags, ImPlotItemFlags_NoFit)) {
FitPoint(PixelsToPlot(pos));
FitPoint(PixelsToPlot(pos.x + siz.x, pos.y - siz.y));
}
AddTextVertical(&draw_list, pos, colTxt, text);
}
else {
ImVec2 siz = ImGui::CalcTextSize(text);
ImVec2 pos = PlotToPixels(ImPlotPoint(x,y),IMPLOT_AUTO,IMPLOT_AUTO) - siz * 0.5f + pixel_offset;
if (FitThisFrame() && !ImHasFlag(flags, ImPlotItemFlags_NoFit)) {
FitPoint(PixelsToPlot(pos));
FitPoint(PixelsToPlot(pos+siz));
}
draw_list.AddText(pos, colTxt, text);
}
PopPlotClipRect();
}
//-----------------------------------------------------------------------------
// [SECTION] PlotDummy
//-----------------------------------------------------------------------------
void PlotDummy(const char* label_id, ImPlotDummyFlags flags) {
if (BeginItem(label_id, flags, ImPlotCol_Line))
EndItem();
}
} // namespace ImPlot
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_opengl2.h | // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_widgets.cpp | // dear imgui, v1.90.8
// (widgets code)
/*
Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Widgets: Text, etc.
// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
// [SECTION] Widgets: ComboBox
// [SECTION] Data Type and Data Formatting Helpers
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
// [SECTION] Widgets: InputText, InputTextMultiline
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
// [SECTION] Widgets: Selectable
// [SECTION] Widgets: Typing-Select support
// [SECTION] Widgets: Multi-Select support
// [SECTION] Widgets: ListBox
// [SECTION] Widgets: PlotLines, PlotHistogram
// [SECTION] Widgets: Value helpers
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
// System includes
#include <stdint.h> // intptr_t
//-------------------------------------------------------------------------
// Warnings
//-------------------------------------------------------------------------
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
// Widgets
static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
// Those MIN/MAX values are not define because we need to point to them
static const signed char IM_S8_MIN = -128;
static const signed char IM_S8_MAX = 127;
static const unsigned char IM_U8_MIN = 0;
static const unsigned char IM_U8_MAX = 0xFF;
static const signed short IM_S16_MIN = -32768;
static const signed short IM_S16_MAX = 32767;
static const unsigned short IM_U16_MIN = 0;
static const unsigned short IM_U16_MAX = 0xFFFF;
static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
static const ImU32 IM_U32_MIN = 0;
static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
#ifdef LLONG_MIN
static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
#else
static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
static const ImS64 IM_S64_MAX = 9223372036854775807LL;
#endif
static const ImU64 IM_U64_MIN = 0;
#ifdef ULLONG_MAX
static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
#else
static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
//-------------------------------------------------------------------------
// [SECTION] Forward Declarations
//-------------------------------------------------------------------------
// For InputTextEx()
static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
//-------------------------------------------------------------------------
// [SECTION] Widgets: Text, etc.
//-------------------------------------------------------------------------
// - TextEx() [Internal]
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------
void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
// Accept null ranges
if (text == text_end)
text = text_end = "";
// Calculate length
const char* text_begin = text;
if (text_end == NULL)
text_end = text + strlen(text); // FIXME-OPT
const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
const float wrap_pos_x = window->DC.TextWrapPos;
const bool wrap_enabled = (wrap_pos_x >= 0.0f);
if (text_end - text <= 2000 || wrap_enabled)
{
// Common case
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
else
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
// - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
// - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
const char* line = text;
const float line_height = GetTextLineHeight();
ImVec2 text_size(0, 0);
// Lines to skip (can't skip when logging text)
ImVec2 pos = text_pos;
if (!g.LogEnabled)
{
int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
if (lines_skippable > 0)
{
int lines_skipped = 0;
while (line < text_end && lines_skipped < lines_skippable)
{
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
}
// Lines to render
if (line < text_end)
{
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0))
break;
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
RenderText(pos, line, line_end, false);
line = line_end + 1;
line_rect.Min.y += line_height;
line_rect.Max.y += line_height;
pos.y += line_height;
}
// Count remaining lines
int lines_skipped = 0;
while (line < text_end)
{
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
text_size.y = (pos - text_pos).y;
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
ItemAdd(bb, 0);
}
}
void ImGui::TextUnformatted(const char* text, const char* text_end)
{
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::Text(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextV(fmt, args);
va_end(args);
}
void ImGui::TextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const char* text, *text_end;
ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextColoredV(col, fmt, args);
va_end(args);
}
void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
{
PushStyleColor(ImGuiCol_Text, col);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextDisabled(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextDisabledV(fmt, args);
va_end(args);
}
void ImGui::TextDisabledV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextWrapped(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextWrappedV(fmt, args);
va_end(args);
}
void ImGui::TextWrappedV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
if (need_backup)
PushTextWrapPos(0.0f);
TextV(fmt, args);
if (need_backup)
PopTextWrapPos();
}
void ImGui::LabelText(const char* label, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
LabelTextV(label, fmt, args);
va_end(args);
}
// Add a label+text combo aligned to other label+value widgets
void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float w = CalcItemWidth();
const char* value_text_begin, *value_text_end;
ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 pos = window->DC.CursorPos;
const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
void ImGui::BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin, *text_end;
ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
ItemSize(total_size, 0.0f);
const ImRect bb(pos, pos + total_size);
if (!ItemAdd(bb, 0))
return;
// Render
ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);
RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Main
//-------------------------------------------------------------------------
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - GetWindowScrollbarID() [Internal]
// - GetWindowScrollbarRect() [Internal]
// - Scrollbar() [Internal]
// - ScrollbarEx() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlagsT() [Internal]
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
//-------------------------------------------------------------------------
// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),
// this code is a little complex.
// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.
// See the series of events below and the corresponding state reported by dear imgui:
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse is outside bb) - - - - - -
// Frame N+1 (mouse moves inside bb) - true - - - -
// Frame N+2 (mouse button is down) - true true true - true
// Frame N+3 (mouse button is down) - true true - - -
// Frame N+4 (mouse moves outside bb) - - true - - -
// Frame N+5 (mouse moves inside bb) - true true - - -
// Frame N+6 (mouse button is released) true true - - true -
// Frame N+7 (mouse button is released) - true - - - -
// Frame N+8 (mouse moves outside bb) - - - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) true true true true - true
// Frame N+3 (mouse button is down) - true true - - -
// Frame N+6 (mouse button is released) - true - - true -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) - true - - - true
// Frame N+3 (mouse button is down) - true - - - -
// Frame N+6 (mouse button is released) true true - - - -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse button is down) - true - - - true
// Frame N+1 (mouse button is down) - true - - - -
// Frame N+2 (mouse button is released) - true - - - -
// Frame N+3 (mouse button is released) - true - - - -
// Frame N+4 (mouse button is down) true true true true - true
// Frame N+5 (mouse button is down) - true true - - -
// Frame N+6 (mouse button is released) - true - - true -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// Note that some combinations are supported,
// - PressedOnDragDropHold can generally be associated with any flag.
// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
//------------------------------------------------------------------------------------------------------------------------------------------------
// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:
// Repeat+ Repeat+ Repeat+ Repeat+
// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick
//-------------------------------------------------------------------------------------------------------------------------------------------------
// Frame N+0 (mouse button is down) - true - true
// ... - - - -
// Frame N + RepeatDelay true true - true
// ... - - - -
// Frame N + RepeatDelay + RepeatRate*N true true - true
//-------------------------------------------------------------------------------------------------------------------------------------------------
// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Default only reacts to left mouse button
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
flags |= ImGuiButtonFlags_MouseButtonLeft;
// Default behavior requires click + release inside bounding box
if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
flags |= ImGuiButtonFlags_PressedOnDefault_;
// Default behavior inherited from item flags
// Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
if (flags & ImGuiButtonFlags_AllowOverlap)
item_flags |= ImGuiItemFlags_AllowOverlap;
if (flags & ImGuiButtonFlags_Repeat)
item_flags |= ImGuiItemFlags_ButtonRepeat;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
if (flatten_hovered_children)
g.HoveredWindow = window;
#ifdef IMGUI_ENABLE_TEST_ENGINE
// Alternate registration spot, for when caller didn't use ItemAdd()
if (g.LastItemData.ID != id)
IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
#endif
bool pressed = false;
bool hovered = ItemHoverable(bb, id, item_flags);
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{
hovered = true;
SetHoveredID(id);
if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)
{
pressed = true;
g.DragDropHoldJustPressedId = id;
FocusWindow(window);
}
}
if (flatten_hovered_children)
g.HoveredWindow = backup_hovered_window;
// Mouse handling
const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
if (hovered)
{
IM_ASSERT(id != 0); // Lazily check inside rare path.
// Poll mouse buttons
// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
// - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
int mouse_button_clicked = -1;
int mouse_button_released = -1;
for (int button = 0; button < 3; button++)
if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
{
if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
}
// Process initial action
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
if (mouse_button_clicked != -1 && g.ActiveId != id)
{
if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
{
SetActiveID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
FocusWindow(window);
}
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveId)
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
FocusWindow(window);
}
}
if (flags & ImGuiButtonFlags_PressedOnRelease)
{
if (mouse_button_released != -1)
{
const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
if (!has_repeated_at_least_once)
pressed = true;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
ClearActiveID();
}
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
pressed = true;
}
if (pressed)
g.NavDisableHighlight = true;
}
// Gamepad/Keyboard handling
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
{
// Avoid pressing multiple keys from triggering excessive amount of repeat events
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
}
if (nav_activated_by_code || nav_activated_by_inputs)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true;
SetActiveID(id, window);
g.ActiveIdSource = g.NavInputSource;
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
SetFocusID(id, window);
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
g.ActiveIdFromShortcut = true;
}
}
// Process while held
bool held = false;
if (g.ActiveId == id)
{
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
const int mouse_button = g.ActiveIdMouseButton;
if (mouse_button == -1)
{
// Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
ClearActiveID();
}
else if (IsMouseDown(mouse_button, test_owner_id))
{
held = true;
}
else
{
bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
if ((release_in || release_anywhere) && !g.DragDropActive)
{
// Report as pressed when releasing the mouse (this is the most common path)
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;
bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
pressed = true;
}
ClearActiveID();
}
if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
// When activated using Nav, we hold on the ActiveID until activation button is released
if (g.NavActivateDownId == id)
held = true; // hovered == true not true as we are already likely hovered on direct activation.
else
ClearActiveID();
}
if (pressed)
g.ActiveIdHasBeenPressedBefore = true;
}
// Activation highlight (this may be a remote activation)
if (g.NavHighlightActivatedId == id)
hovered = true;
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
return pressed;
}
bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos;
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
const ImRect bb(pos, pos + size);
ItemSize(size, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
if (g.LogEnabled)
LogSetNextTextDecoration("[", "]");
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed;
}
bool ImGui::Button(const char* label, const ImVec2& size_arg)
{
return ButtonEx(label, size_arg, ImGuiButtonFlags_None);
}
// Small buttons fits within text without additional vertical spacing.
bool ImGui::SmallButton(const char* label)
{
ImGuiContext& g = *GImGui;
float backup_padding_y = g.Style.FramePadding.y;
g.Style.FramePadding.y = 0.0f;
bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
g.Style.FramePadding.y = backup_padding_y;
return pressed;
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
const ImGuiID id = window->GetID(str_id);
ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(size);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
return pressed;
}
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiID id = window->GetID(str_id);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);
}
// Button to close a window
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
// This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
ImRect bb_interact = bb;
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
if (area_to_visible_ratio < 1.5f)
bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f));
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
// (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
bool is_clipped = !ItemAdd(bb_interact, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
// FIXME: Clarify this mess
ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter();
if (hovered)
window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col);
float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
center -= ImVec2(0.5f, 0.5f);
window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
return pressed;
}
// The Collapse button also functions as a Dock Menu button.
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
bool is_clipped = !ItemAdd(bb, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
if (is_clipped)
return pressed;
// Render
//bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
if (hovered || held)
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col);
if (dock_node)
RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col);
else
RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if (IsItemActive() && IsMouseDragging(0))
StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button
return pressed;
}
ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
{
return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
}
// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)
{
const ImRect outer_rect = window->Rect();
const ImRect inner_rect = window->InnerRect;
const float border_size = window->WindowBorderSize;
const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
IM_ASSERT(scrollbar_size > 0.0f);
if (axis == ImGuiAxis_X)
return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
else
return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
}
void ImGui::Scrollbar(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = GetWindowScrollbarID(window, axis);
// Calculate scrollbar bounding box
ImRect bb = GetWindowScrollbarRect(window, axis);
ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
if (axis == ImGuiAxis_X)
{
rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
if (!window->ScrollbarY)
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
}
else
{
if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
rounding_corners |= ImDrawFlags_RoundCornersTopRight;
if (!window->ScrollbarX)
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
}
float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
ImS64 scroll = (ImS64)window->Scroll[axis];
ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
window->Scroll[axis] = (float)scroll;
}
// Vertical/Horizontal scrollbar
// The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
// Still, the code should probably be made simpler..
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const float bb_frame_width = bb_frame.GetWidth();
const float bb_frame_height = bb_frame.GetHeight();
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
return false;
// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
float alpha = 1.0f;
if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
if (alpha <= 0.0f)
return false;
const ImGuiStyle& style = g.Style;
const bool allow_interaction = (alpha >= 1.0f);
ImRect bb = bb_frame;
bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false;
bool hovered = false;
ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v);
float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
if (held && allow_interaction && grab_h_norm < 1.0f)
{
const float scrollbar_pos_v = bb.Min[axis];
const float mouse_pos_v = g.IO.MousePos[axis];
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0;
if (g.ActiveIdIsJustActivated)
{
// On initial click calculate the distance between mouse and the center of the grab
g.ScrollbarSeekMode = (short)held_dir;
g.ScrollbarClickDeltaToGrabCenter = (g.ScrollbarSeekMode == 0.0f) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f;
}
// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
if (g.ScrollbarSeekMode == 0)
{
// Absolute seeking
const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
}
else
{
// Page by page
if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode)
{
float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f;
*p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max);
}
}
// Update values for rendering
scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seek'ed and saturated
//if (seek_absolute)
// g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
}
// Render
const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
ImRect grab_rect;
if (axis == ImGuiAxis_X)
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
else
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
return held;
}
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f;
const ImVec2 padding(border_size, border_size);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
ItemSize(bb);
if (!ItemAdd(bb, 0))
return;
// Render
if (border_size > 0.0f)
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size);
window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
}
// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImVec2 padding = g.Style.FramePadding;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
return pressed;
}
// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col);
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID)
// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument.
// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
// Default to using texture ID as ID. User can still push string/integer prefixes.
PushID((void*)(intptr_t)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
if (frame_padding >= 0)
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));
bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col);
if (frame_padding >= 0)
PopStyleVar();
return ret;
}
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::Checkbox(const char* label, bool* v)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float square_sz = GetFrameHeight();
const ImVec2 pos = window->DC.CursorPos;
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
{
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return false;
}
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
{
*v = !(*v);
MarkItemEdited(id);
}
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0;
if (mixed_value)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
// This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)
ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)));
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
}
else if (*v)
{
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
}
ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
if (g.LogEnabled)
LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");
if (label_size.x > 0.0f)
RenderText(label_pos, label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
template<typename T>
bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)
{
bool all_on = (*flags & flags_value) == flags_value;
bool any_on = (*flags & flags_value) != 0;
bool pressed;
if (!all_on && any_on)
{
ImGuiContext& g = *GImGui;
g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue;
pressed = Checkbox(label, &all_on);
}
else
{
pressed = Checkbox(label, &all_on);
}
if (pressed)
{
if (all_on)
*flags |= flags_value;
else
*flags &= ~flags_value;
}
return pressed;
}
bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)
{
return CheckboxFlagsT(label, flags, flags_value);
}
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
{
return CheckboxFlagsT(label, flags, flags_value);
}
bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)
{
return CheckboxFlagsT(label, flags, flags_value);
}
bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)
{
return CheckboxFlagsT(label, flags, flags_value);
}
bool ImGui::RadioButton(const char* label, bool active)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float square_sz = GetFrameHeight();
const ImVec2 pos = window->DC.CursorPos;
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
return false;
ImVec2 center = check_bb.GetCenter();
center.x = IM_ROUND(center.x);
center.y = IM_ROUND(center.y);
const float radius = (square_sz - 1.0f) * 0.5f;
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
MarkItemEdited(id);
RenderNavHighlight(total_bb, id);
const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
if (active)
{
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
}
if (style.FrameBorderSize > 0.0f)
{
window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
}
ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
if (g.LogEnabled)
LogRenderedText(&label_pos, active ? "(x)" : "( )");
if (label_size.x > 0.0f)
RenderText(label_pos, label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed;
}
// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..
bool ImGui::RadioButton(const char* label, int* v, int v_button)
{
const bool pressed = RadioButton(label, *v == v_button);
if (pressed)
*v = v_button;
return pressed;
}
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);
ImRect bb(pos, pos + size);
ItemSize(size, style.FramePadding.y);
if (!ItemAdd(bb, 0))
return;
// Fraction < 0.0f will display an indeterminate progress bar animation
// The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
const bool is_indeterminate = (fraction < 0.0f);
if (!is_indeterminate)
fraction = ImSaturate(fraction);
// Out of courtesy we accept a NaN fraction without crashing
float fill_n0 = 0.0f;
float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
if (is_indeterminate)
{
const float fill_width_n = 0.2f;
fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
fill_n1 = ImSaturate(fill_n0 + fill_width_n);
fill_n0 = ImSaturate(fill_n0);
}
// Render
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
// Default displaying the fraction as percentage string, but user can override it
// Don't display text for indeterminate bars by default
char overlay_buf[32];
if (!is_indeterminate || overlay != NULL)
{
if (!overlay)
{
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
overlay = overlay_buf;
}
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
{
float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
}
}
}
void ImGui::Bullet()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
ItemSize(bb);
if (!ItemAdd(bb, 0))
{
SameLine(0, style.FramePadding.x * 2);
return;
}
// Render and stay on same line
ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);
SameLine(0, style.FramePadding.x * 2.0f);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Low-level Layout helpers
//-------------------------------------------------------------------------
// - Spacing()
// - Dummy()
// - NewLine()
// - AlignTextToFramePadding()
// - SeparatorEx() [Internal]
// - Separator()
// - SplitterBehavior() [Internal]
// - ShrinkWidths() [Internal]
//-------------------------------------------------------------------------
void ImGui::Spacing()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ItemSize(ImVec2(0, 0));
}
void ImGui::Dummy(const ImVec2& size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(size);
ItemAdd(bb, 0);
}
void ImGui::NewLine()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.IsSameLine = false;
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ItemSize(ImVec2(0, 0));
else
ItemSize(ImVec2(0.0f, g.FontSize));
window->DC.LayoutType = backup_layout_type;
}
void ImGui::AlignTextToFramePadding()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
}
// Horizontal/vertical separating line
// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.
// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.
void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected
IM_ASSERT(thickness > 0.0f);
if (flags & ImGuiSeparatorFlags_Vertical)
{
// Vertical separator, for menu bars (use current line height).
float y1 = window->DC.CursorPos.y;
float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;
const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));
ItemSize(ImVec2(thickness, 0.0f));
if (!ItemAdd(bb, 0))
return;
// Draw
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
LogText(" |");
}
else if (flags & ImGuiSeparatorFlags_Horizontal)
{
// Horizontal Separator
float x1 = window->DC.CursorPos.x;
float x2 = window->WorkRect.Max.x;
// Preserve legacy behavior inside Columns()
// Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
// We currently don't need to provide the same feature for tables because tables naturally have border features.
ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns)
{
x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
x2 = window->Pos.x + window->Size.x;
PushColumnsBackground();
}
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
// FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));
ItemSize(ImVec2(0.0f, thickness_for_layout));
if (ItemAdd(bb, 0))
{
// Draw
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
LogRenderedText(&bb.Min, "--------------------------------\n");
}
if (columns)
{
PopColumnsBackground();
columns->LineMinY = window->DC.CursorPos.y;
}
}
}
void ImGui::Separator()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
// Those flags should eventually be configurable by the user
// FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.
ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
// Only applies to legacy Columns() api as they relied on Separator() a lot.
if (window->DC.CurrentColumns)
flags |= ImGuiSeparatorFlags_SpanAllColumns;
SeparatorEx(flags, 1.0f);
}
void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiStyle& style = g.Style;
const ImVec2 label_size = CalcTextSize(label, label_end, false);
const ImVec2 pos = window->DC.CursorPos;
const ImVec2 padding = style.SeparatorTextPadding;
const float separator_thickness = style.SeparatorTextBorderSize;
const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f));
ItemSize(min_size, text_baseline_y);
if (!ItemAdd(bb, id))
return;
const float sep1_x1 = pos.x;
const float sep2_x2 = bb.Max.x;
const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN
// This allows using SameLine() to position something in the 'extra_w'
window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;
const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);
if (label_size.x > 0.0f)
{
const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);
if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
if (g.LogEnabled)
LogSetNextTextDecoration("---", NULL);
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size);
}
else
{
if (g.LogEnabled)
LogText("---");
if (separator_thickness > 0.0f)
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
}
}
void ImGui::SeparatorText(const char* label)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
// The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:
// - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)
// - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)
// - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'
// Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,
// and then we can turn this into a format function.
SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);
}
// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
return false;
// FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is
// to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.
// Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.
ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
button_flags |= ImGuiButtonFlags_AllowOverlap;
#endif
bool hovered, held;
ImRect bb_interact = bb;
bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);
if (hovered)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb
if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
ImRect bb_render = bb;
if (held)
{
float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis];
// Minimum pane size
float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);
float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);
if (mouse_delta < -size_1_maximum_delta)
mouse_delta = -size_1_maximum_delta;
if (mouse_delta > size_2_maximum_delta)
mouse_delta = size_2_maximum_delta;
// Apply resize
if (mouse_delta != 0.0f)
{
*size1 = ImMax(*size1 + mouse_delta, min_size1);
*size2 = ImMax(*size2 - mouse_delta, min_size2);
bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
MarkItemEdited(id);
}
}
// Render at new position
if (bg_col & IM_COL32_A_MASK)
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
return held;
}
static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
{
const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;
const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;
if (int d = (int)(b->Width - a->Width))
return d;
return (b->Index - a->Index);
}
// Shrink excess width from a set of item, by removing width from the larger items first.
// Set items Width to -1.0f to disable shrinking this item.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
{
if (count == 1)
{
if (items[0].Width >= 0.0f)
items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
return;
}
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
int count_same_width = 1;
while (width_excess > 0.0f && count_same_width < count)
{
while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
count_same_width++;
float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
if (max_width_to_remove_per_item <= 0.0f)
break;
float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
for (int item_n = 0; item_n < count_same_width; item_n++)
items[item_n].Width -= width_to_remove_per_item;
width_excess -= width_to_remove_per_item * count_same_width;
}
// Round width and redistribute remainder
// Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
width_excess = 0.0f;
for (int n = 0; n < count; n++)
{
float width_rounded = ImTrunc(items[n].Width);
width_excess += items[n].Width - width_rounded;
items[n].Width = width_rounded;
}
while (width_excess > 0.0f)
for (int n = 0; n < count && width_excess > 0.0f; n++)
{
float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);
items[n].Width += width_to_add;
width_excess -= width_to_add;
}
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ComboBox
//-------------------------------------------------------------------------
// - CalcMaxPopupHeightFromItemCount() [Internal]
// - BeginCombo()
// - BeginComboPopup() [Internal]
// - EndCombo()
// - BeginComboPreview() [Internal]
// - EndComboPreview() [Internal]
// - Combo()
//-------------------------------------------------------------------------
static float CalcMaxPopupHeightFromItemCount(int items_count)
{
ImGuiContext& g = *GImGui;
if (items_count <= 0)
return FLT_MAX;
return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
}
bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
if (flags & ImGuiComboFlags_WidthFitPreview)
IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0);
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f;
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth());
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &bb))
return false;
// Open on click
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
if (pressed && !popup_open)
{
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
popup_open = true;
}
// Render shape
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
RenderNavHighlight(bb, id);
if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
if (!(flags & ImGuiComboFlags_NoArrowButton))
{
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
}
RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
// Custom preview
if (flags & ImGuiComboFlags_CustomPreview)
{
g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);
IM_ASSERT(preview_value == NULL || preview_value[0] == 0);
preview_value = NULL;
}
// Render preview and label
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
{
if (g.LogEnabled)
LogSetNextTextDecoration("{", "}");
RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
}
if (label_size.x > 0)
RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
if (!popup_open)
return false;
g.NextWindowData.Flags = backup_next_window_data_flags;
return BeginComboPopup(popup_id, bb, flags);
}
bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)
{
ImGuiContext& g = *GImGui;
if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags();
return false;
}
// Set popup size
float w = bb.GetWidth();
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
}
else
{
if ((flags & ImGuiComboFlags_HeightMask_) == 0)
flags |= ImGuiComboFlags_HeightRegular;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
int popup_max_height_in_items = -1;
if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8;
else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4;
else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20;
ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
constraint_min.x = w;
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
SetNextWindowSizeConstraints(constraint_min, constraint_max);
}
// This is essentially a specialized version of BeginPopupEx()
char name[16];
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
// Set position given a custom constraint (peak into expected window size so we can position it)
// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
// FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
if (ImGuiWindow* popup_window = FindWindowByName(name))
if (popup_window->WasActive)
{
// Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos);
}
// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text
bool ret = Begin(name, NULL, window_flags);
PopStyleVar();
if (!ret)
{
EndPopup();
IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
return false;
}
g.BeginComboDepth++;
return true;
}
void ImGui::EndCombo()
{
ImGuiContext& g = *GImGui;
EndPopup();
g.BeginComboDepth--;
}
// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
// (Experimental, see GitHub issues: #1658, #4168)
bool ImGui::BeginComboPreview()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
return false;
IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?
if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional)
return false;
// FIXME: This could be contained in a PushWorkRect() api
preview_data->BackupCursorPos = window->DC.CursorPos;
preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;
preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
preview_data->BackupLayout = window->DC.LayoutType;
window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.IsSameLine = false;
PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);
return true;
}
void ImGui::EndComboPreview()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
// FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future
ImDrawList* draw_list = window->DrawList;
if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)
if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command
{
draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;
draw_list->_TryMergeDrawCmds();
}
PopClipRect();
window->DC.CursorPos = preview_data->BackupCursorPos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);
window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;
window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;
window->DC.LayoutType = preview_data->BackupLayout;
window->DC.IsSameLine = false;
preview_data->PreviewRect = ImRect();
}
// Getter for the old Combo() API: const char*[]
static const char* Items_ArrayGetter(void* data, int idx)
{
const char* const* items = (const char* const*)data;
return items[idx];
}
// Getter for the old Combo() API: "item1\0item2\0item3\0"
static const char* Items_SingleStringGetter(void* data, int idx)
{
const char* items_separated_by_zeros = (const char*)data;
int items_count = 0;
const char* p = items_separated_by_zeros;
while (*p)
{
if (idx == items_count)
break;
p += strlen(p) + 1;
items_count++;
}
return *p ? p : NULL;
}
// Old API, prefer using BeginCombo() nowadays if you can.
bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items)
{
ImGuiContext& g = *GImGui;
// Call the getter to obtain the preview string which is a parameter to BeginCombo()
const char* preview_value = NULL;
if (*current_item >= 0 && *current_item < items_count)
preview_value = getter(user_data, *current_item);
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
return false;
// Display items
bool value_changed = false;
ImGuiListClipper clipper;
clipper.Begin(items_count);
clipper.IncludeItemByIndex(*current_item);
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
{
const char* item_text = getter(user_data, i);
if (item_text == NULL)
item_text = "*Unknown item*";
PushID(i);
const bool item_selected = (i == *current_item);
if (Selectable(item_text, item_selected) && *current_item != i)
{
value_changed = true;
*current_item = i;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
EndCombo();
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
return value_changed;
}
// Combo box helper allowing to pass an array of strings.
bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
{
const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
return value_changed;
}
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
{
int items_count = 0;
const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
while (*p)
{
p += strlen(p) + 1;
items_count++;
}
bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
return value_changed;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); };
static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx)
{
ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data;
const char* s = NULL;
data->OldCallback(data->UserData, idx, &s);
return s;
}
bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items)
{
ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items);
}
bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items)
{
ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items);
}
#endif
//-------------------------------------------------------------------------
// [SECTION] Data Type and Data Formatting Helpers [Internal]
//-------------------------------------------------------------------------
// - DataTypeGetInfo()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyFromText()
// - DataTypeCompare()
// - DataTypeClamp()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
static const ImGuiDataTypeInfo GDataTypeInfo[] =
{
{ sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8
{ sizeof(unsigned char), "U8", "%u", "%u" },
{ sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16
{ sizeof(unsigned short), "U16", "%u", "%u" },
{ sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32
{ sizeof(unsigned int), "U32", "%u", "%u" },
#ifdef _MSC_VER
{ sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64
{ sizeof(ImU64), "U64", "%I64u","%I64u" },
#else
{ sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64
{ sizeof(ImU64), "U64", "%llu", "%llu" },
#endif
{ sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
{ sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double
};
IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)
{
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
return &GDataTypeInfo[data_type];
}
int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)
{
// Signedness doesn't matter when pushing integer arguments
if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)
return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);
if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);
if (data_type == ImGuiDataType_Float)
return ImFormatString(buf, buf_size, format, *(const float*)p_data);
if (data_type == ImGuiDataType_Double)
return ImFormatString(buf, buf_size, format, *(const double*)p_data);
if (data_type == ImGuiDataType_S8)
return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);
if (data_type == ImGuiDataType_U8)
return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);
if (data_type == ImGuiDataType_S16)
return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);
if (data_type == ImGuiDataType_U16)
return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);
IM_ASSERT(0);
return 0;
}
void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)
{
IM_ASSERT(op == '+' || op == '-');
switch (data_type)
{
case ImGuiDataType_S8:
if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
return;
case ImGuiDataType_U8:
if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
return;
case ImGuiDataType_S16:
if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
return;
case ImGuiDataType_U16:
if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
return;
case ImGuiDataType_S32:
if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
return;
case ImGuiDataType_U32:
if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
return;
case ImGuiDataType_S64:
if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
return;
case ImGuiDataType_U64:
if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
return;
case ImGuiDataType_Float:
if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }
if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }
return;
case ImGuiDataType_Double:
if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }
if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }
return;
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
}
// User can input math operators (e.g. +100) to edit a numerical values.
// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty)
{
// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
ImGuiDataTypeStorage data_backup;
memcpy(&data_backup, p_data, type_info->Size);
while (ImCharIsBlankA(*buf))
buf++;
if (!buf[0])
{
if (p_data_when_empty != NULL)
{
memcpy(p_data, p_data_when_empty, type_info->Size);
return memcmp(&data_backup, p_data, type_info->Size) != 0;
}
return false;
}
// Sanitize format
// - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
// - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %.
char format_sanitized[32];
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
format = type_info->ScanFmt;
else
format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));
// Small types need a 32-bit buffer to receive the result from scanf()
int v32 = 0;
if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)
return false;
if (type_info->Size < 4)
{
if (data_type == ImGuiDataType_S8)
*(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
else if (data_type == ImGuiDataType_U8)
*(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
else if (data_type == ImGuiDataType_S16)
*(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
else if (data_type == ImGuiDataType_U16)
*(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
else
IM_ASSERT(0);
}
return memcmp(&data_backup, p_data, type_info->Size) != 0;
}
template<typename T>
static int DataTypeCompareT(const T* lhs, const T* rhs)
{
if (*lhs < *rhs) return -1;
if (*lhs > *rhs) return +1;
return 0;
}
int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)
{
switch (data_type)
{
case ImGuiDataType_S8: return DataTypeCompareT<ImS8 >((const ImS8* )arg_1, (const ImS8* )arg_2);
case ImGuiDataType_U8: return DataTypeCompareT<ImU8 >((const ImU8* )arg_1, (const ImU8* )arg_2);
case ImGuiDataType_S16: return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);
case ImGuiDataType_U16: return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);
case ImGuiDataType_S32: return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);
case ImGuiDataType_U32: return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);
case ImGuiDataType_S64: return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);
case ImGuiDataType_U64: return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);
case ImGuiDataType_Float: return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);
case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return 0;
}
template<typename T>
static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)
{
// Clamp, both sides are optional, return true if modified
if (v_min && *v < *v_min) { *v = *v_min; return true; }
if (v_max && *v > *v_max) { *v = *v_max; return true; }
return false;
}
bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
{
switch (data_type)
{
case ImGuiDataType_S8: return DataTypeClampT<ImS8 >((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max);
case ImGuiDataType_U8: return DataTypeClampT<ImU8 >((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max);
case ImGuiDataType_S16: return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);
case ImGuiDataType_U16: return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);
case ImGuiDataType_S32: return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);
case ImGuiDataType_U32: return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);
case ImGuiDataType_S64: return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);
case ImGuiDataType_U64: return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);
case ImGuiDataType_Float: return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);
case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
{
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
if (decimal_precision < 0)
return FLT_MIN;
return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
}
template<typename TYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
{
IM_UNUSED(data_type);
IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
const char* fmt_start = ImParseFormatFindStart(format);
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
return v;
// Sanitize format
char fmt_sanitized[32];
ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
fmt_start = fmt_sanitized;
// Format value with our rounding, and read back
char v_str[64];
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
const char* p = v_str;
while (*p == ' ')
p++;
v = (TYPE)ImAtof(p);
return v;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
//-------------------------------------------------------------------------
// - DragBehaviorT<>() [Internal]
// - DragBehavior() [Internal]
// - DragScalar()
// - DragScalarN()
// - DragFloat()
// - DragFloat2()
// - DragFloat3()
// - DragFloat4()
// - DragFloatRange2()
// - DragInt()
// - DragInt2()
// - DragInt3()
// - DragInt4()
// - DragIntRange2()
//-------------------------------------------------------------------------
// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_clamped = (v_min < v_max);
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
// Default tweak speed
if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))
v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
// Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
float adjust_delta = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
adjust_delta = g.IO.MouseDelta[axis];
if (g.IO.KeyAlt)
adjust_delta *= 1.0f / 100.0f;
if (g.IO.KeyShift)
adjust_delta *= 10.0f;
}
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
// For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.
if (axis == ImGuiAxis_Y)
adjust_delta = -adjust_delta;
// For logarithmic use our range is effectively 0..1 so scale the delta into that range
if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0
adjust_delta /= (float)(v_max - v_min);
// Clear current value on activation
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
bool is_just_activated = g.ActiveIdIsJustActivated;
bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
if (is_just_activated || is_already_past_limits_and_pushing_outward)
{
g.DragCurrentAccum = 0.0f;
g.DragCurrentAccumDirty = false;
}
else if (adjust_delta != 0.0f)
{
g.DragCurrentAccum += adjust_delta;
g.DragCurrentAccumDirty = true;
}
if (!g.DragCurrentAccumDirty)
return false;
TYPE v_cur = *v;
FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)
if (is_logarithmic)
{
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
// Convert to parametric space, apply delta, convert back
float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
float v_new_parametric = v_old_parametric + g.DragCurrentAccum;
v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
v_old_ref_for_accum_remainder = v_old_parametric;
}
else
{
v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
}
// Round to user desired precision based on format string
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);
// Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
g.DragCurrentAccumDirty = false;
if (is_logarithmic)
{
// Convert to parametric space, apply delta, convert back
float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);
}
else
{
g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
}
// Lose zero sign for float/double
if (v_cur == (TYPE)-0)
v_cur = (TYPE)0;
// Clamp values (+ handle overflow/wrap-around for integer types)
if (*v != v_cur && is_clamped)
{
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
v_cur = v_min;
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
v_cur = v_max;
}
// Apply result
if (*v == v_cur)
return false;
*v = v_cur;
return true;
}
bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
{
// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
ClearActiveID();
else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
ClearActiveID();
}
if (g.ActiveId != id)
return false;
if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
return false;
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);
case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);
case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);
case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);
case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags);
case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.
// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
if (make_active && (clicked || double_clicked))
SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
temp_input_is_active = true;
// (Optional) simple click (without moving) turns Drag into an InputText
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
g.NavActivateId = id;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
temp_input_is_active = true;
}
if (make_active && !temp_input_is_active)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
}
}
if (temp_input_is_active)
{
// Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
// Drag behavior
const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);
if (value_changed)
MarkItemEdited(id);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
if (g.LogEnabled)
LogSetNextTextDecoration("{", "}");
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
return value_changed;
}
bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);
PopID();
PopItemWidth();
p_data = (void*)((char*)p_data + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);
}
// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;
float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
float max_max = (v_min >= v_max) ? FLT_MAX : v_max;
ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, FindRenderedTextEnd(label));
EndGroup();
PopID();
return value_changed;
}
// NB: v_speed is float to allow adjusting the drag speed with more precision
bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);
}
bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);
}
// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
int min_min = (v_min >= v_max) ? INT_MIN : v_min;
int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
int max_max = (v_min >= v_max) ? INT_MAX : v_max;
ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, FindRenderedTextEnd(label));
EndGroup();
PopID();
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
//-------------------------------------------------------------------------
// - ScaleRatioFromValueT<> [Internal]
// - ScaleValueFromRatioT<> [Internal]
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------
// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
{
if (v_min == v_max)
return 0.0f;
IM_UNUSED(data_type);
const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
if (is_logarithmic)
{
bool flipped = v_max < v_min;
if (flipped) // Handle the case where the range is backwards
ImSwap(v_min, v_max);
// Fudge min/max to avoid getting close to log(0)
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
// Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if ((v_min == 0.0f) && (v_max < 0.0f))
v_min_fudged = -logarithmic_zero_epsilon;
else if ((v_max == 0.0f) && (v_min < 0.0f))
v_max_fudged = -logarithmic_zero_epsilon;
float result;
if (v_clamped <= v_min_fudged)
result = 0.0f; // Workaround for values that are in-range but below our fudge
else if (v_clamped >= v_max_fudged)
result = 1.0f; // Workaround for values that are in-range but above our fudge
else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions
{
float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
if (v == 0.0f)
result = zero_point_center; // Special case for exactly zero
else if (v < 0.0f)
result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;
else
result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));
}
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));
else
result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));
return flipped ? (1.0f - result) : result;
}
else
{
// Linear slider
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
}
}
// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
{
// We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
// but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
if (t <= 0.0f || v_min == v_max)
return v_min;
if (t >= 1.0f)
return v_max;
TYPE result = (TYPE)0;
if (is_logarithmic)
{
// Fudge min/max to avoid getting silly results close to zero
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
const bool flipped = v_max < v_min; // Check if range is "backwards"
if (flipped)
ImSwap(v_min_fudged, v_max_fudged);
// Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if ((v_max == 0.0f) && (v_min < 0.0f))
v_max_fudged = -logarithmic_zero_epsilon;
float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
{
float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
else if (t_with_flip < zero_point_center)
result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
else
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
}
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
else
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
}
else
{
// Linear slider
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
if (is_floating_point)
{
result = ImLerp(v_min, v_max, t);
}
else if (t < 1.0)
{
// - For integer values we want the clicking position to match the grab box so we round above
// This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
// - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
// range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
}
}
return result;
}
// FIXME: Try to move more of the code into shared SliderBehavior()
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.
// Calculate bounds
const float grab_padding = 2.0f; // FIXME: Should be part of style.
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows
grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
grab_sz = ImMin(grab_sz, slider_sz);
const float slider_usable_sz = slider_sz - grab_sz;
const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;
float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true
if (is_logarithmic)
{
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
}
// Process interacting with the slider
bool value_changed = false;
if (g.ActiveId == id)
{
bool set_new_value = false;
float clicked_t = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (!g.IO.MouseDown[0])
{
ClearActiveID();
}
else
{
const float mouse_abs_pos = g.IO.MousePos[axis];
if (g.ActiveIdIsJustActivated)
{
float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
if (axis == ImGuiAxis_Y)
grab_t = 1.0f - grab_t;
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.
g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;
}
if (slider_usable_sz > 0.0f)
clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);
if (axis == ImGuiAxis_Y)
clicked_t = 1.0f - clicked_t;
set_new_value = true;
}
}
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
{
if (g.ActiveIdIsJustActivated)
{
g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation
g.SliderCurrentAccumDirty = false;
}
float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);
if (input_delta != 0.0f)
{
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
if (decimal_precision > 0)
{
input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (tweak_slow)
input_delta /= 10.0f;
}
else
{
if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps
else
input_delta /= 100.0f;
}
if (tweak_fast)
input_delta *= 10.0f;
g.SliderCurrentAccum += input_delta;
g.SliderCurrentAccumDirty = true;
}
float delta = g.SliderCurrentAccum;
if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
{
ClearActiveID();
}
else if (g.SliderCurrentAccumDirty)
{
clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
{
set_new_value = false;
g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate
}
else
{
set_new_value = true;
float old_clicked_t = clicked_t;
clicked_t = ImSaturate(clicked_t + delta);
// Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator
TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
if (delta > 0)
g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);
else
g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);
}
g.SliderCurrentAccumDirty = false;
}
}
if (set_new_value)
if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
set_new_value = false;
if (set_new_value)
{
TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
// Round to user desired precision based on format string
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
// Apply result
if (*v != v_new)
{
*v = v_new;
value_changed = true;
}
}
}
if (slider_sz < 1.0f)
{
*out_grab_bb = ImRect(bb.Min, bb.Min);
}
else
{
// Output grab position so it can be displayed by the caller
float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
if (axis == ImGuiAxis_Y)
grab_t = 1.0f - grab_t;
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
if (axis == ImGuiAxis_X)
*out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);
else
*out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);
}
return value_changed;
}
// For 32-bit and larger types, slider bounds are limited to half the natural type range.
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
case ImGuiDataType_S32:
IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);
return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_U32:
IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);
return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_S64:
IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);
return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_U64:
IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);
return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_Float:
IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);
return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_Double:
IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);
return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.
// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool make_active = (clicked || g.NavActivateId == id);
if (make_active && clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
temp_input_is_active = true;
if (make_active && !temp_input_is_active)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
}
}
if (temp_input_is_active)
{
// Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
// Slider behavior
ImRect grab_bb;
const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);
if (value_changed)
MarkItemEdited(id);
// Render grab
if (grab_bb.Max.x > grab_bb.Min.x)
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
if (g.LogEnabled)
LogSetNextTextDecoration("{", "}");
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
return value_changed;
}
// Add multiple sliders on 1 line for compact edition of multiple components
bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
}
bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);
}
bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);
}
bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);
}
bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)
{
if (format == NULL)
format = "%.0f deg";
float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);
*v_rad = v_deg * (2 * IM_PI) / 360.0f;
return value_changed;
}
bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
}
bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);
}
bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);
}
bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);
}
bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(frame_bb, id))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
if (clicked || g.NavActivateId == id)
{
if (clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
// Slider behavior
ImRect grab_bb;
const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);
if (value_changed)
MarkItemEdited(id);
// Render grab
if (grab_bb.Max.y > grab_bb.Min.y)
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
// For the vertical slider we allow centered text to overlap the frame padding
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
return value_changed;
}
bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
}
bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
//-------------------------------------------------------------------------
// - ImParseFormatFindStart() [Internal]
// - ImParseFormatFindEnd() [Internal]
// - ImParseFormatTrimDecorations() [Internal]
// - ImParseFormatSanitizeForPrinting() [Internal]
// - ImParseFormatSanitizeForScanning() [Internal]
// - ImParseFormatPrecision() [Internal]
// - TempInputTextScalar() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
// - InputFloat2()
// - InputFloat3()
// - InputFloat4()
// - InputInt()
// - InputInt2()
// - InputInt3()
// - InputInt4()
// - InputDouble()
//-------------------------------------------------------------------------
// We don't use strchr() because our strings are usually very short and often start with '%'
const char* ImParseFormatFindStart(const char* fmt)
{
while (char c = fmt[0])
{
if (c == '%' && fmt[1] != '%')
return fmt;
else if (c == '%')
fmt++;
fmt++;
}
return fmt;
}
const char* ImParseFormatFindEnd(const char* fmt)
{
// Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
if (fmt[0] != '%')
return fmt;
const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));
const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
for (char c; (c = *fmt) != 0; fmt++)
{
if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
return fmt + 1;
if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
return fmt + 1;
}
return fmt;
}
// Extract the format out of a format string with leading or trailing decorations
// fmt = "blah blah" -> return ""
// fmt = "%.3f" -> return fmt
// fmt = "hello %.3f" -> return fmt + 6
// fmt = "%.3f hello" -> return buf written with "%.3f"
const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)
{
const char* fmt_start = ImParseFormatFindStart(fmt);
if (fmt_start[0] != '%')
return "";
const char* fmt_end = ImParseFormatFindEnd(fmt_start);
if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
return fmt_start;
ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
return buf;
}
// Sanitize format
// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt_in);
IM_UNUSED(fmt_out_size);
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
while (fmt_in < fmt_end)
{
char c = *fmt_in++;
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
}
// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt_in);
const char* fmt_out_begin = fmt_out;
IM_UNUSED(fmt_out_size);
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
bool has_type = false;
while (fmt_in < fmt_end)
{
char c = *fmt_in++;
if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))
continue;
has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
return fmt_out_begin;
}
template<typename TYPE>
static const char* ImAtoi(const char* src, TYPE* output)
{
int negative = 0;
if (*src == '-') { negative = 1; src++; }
if (*src == '+') { src++; }
TYPE v = 0;
while (*src >= '0' && *src <= '9')
v = (v * 10) + (*src++ - '0');
*output = negative ? -v : v;
return src;
}
// Parse display precision back from the display format string
// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
int ImParseFormatPrecision(const char* fmt, int default_precision)
{
fmt = ImParseFormatFindStart(fmt);
if (fmt[0] != '%')
return default_precision;
fmt++;
while (*fmt >= '0' && *fmt <= '9')
fmt++;
int precision = INT_MAX;
if (*fmt == '.')
{
fmt = ImAtoi<int>(fmt + 1, &precision);
if (precision < 0 || precision > 99)
precision = default_precision;
}
if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
precision = -1;
if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
precision = -1;
return (precision == INT_MAX) ? default_precision : precision;
}
// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
// FIXME: Facilitate using this in variety of other situations.
bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
{
// On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
// We clear ActiveID on the first frame to allow the InputText() taking it back.
ImGuiContext& g = *GImGui;
const bool init = (g.TempInputId != id);
if (init)
ClearActiveID();
g.CurrentWindow->DC.CursorPos = bb.Min;
bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
if (init)
{
// First frame we started displaying the InputText widget, we expect it to take the active id.
IM_ASSERT(g.ActiveId == id);
g.TempInputId = g.ActiveId;
}
return value_changed;
}
// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
// However this may not be ideal for all uses, as some user code may break on out of bound values.
bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
{
// FIXME: May need to clarify display behavior if format doesn't contain %.
// "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405
const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
char fmt_buf[32];
char data_buf[32];
format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
if (format[0] == 0)
format = type_info->PrintFmt;
DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);
ImStrTrimBlanks(data_buf);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
bool value_changed = false;
if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
{
// Backup old value
size_t data_type_size = type_info->Size;
ImGuiDataTypeStorage data_backup;
memcpy(&data_backup, p_data, data_type_size);
// Apply new value (or operations) then clamp
DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL);
if (p_clamp_min || p_clamp_max)
{
if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
ImSwap(p_clamp_min, p_clamp_max);
DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
}
// Only mark as edited if new value is different
value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
if (value_changed)
MarkItemEdited(id);
}
return value_changed;
}
void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasRefVal;
memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size);
}
// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.
// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
void* p_data_default = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue;
char buf[64];
if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0)
buf[0] = 0;
else
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
bool value_changed = false;
if (p_step == NULL)
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
}
else
{
const float button_size = GetFrameHeight();
BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
PushID(label);
SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
// Step buttons
const ImVec2 backup_frame_padding = style.FramePadding;
style.FramePadding.x = style.FramePadding.y;
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
BeginDisabled();
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
value_changed = true;
}
if (flags & ImGuiInputTextFlags_ReadOnly)
EndDisabled();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
style.FramePadding = backup_frame_padding;
PopID();
EndGroup();
}
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
return value_changed;
}
bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);
PopID();
PopItemWidth();
p_data = (void*)((char*)p_data + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0.0f, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
{
return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
{
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);
}
bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
}
bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
{
return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint
//-------------------------------------------------------------------------
// - InputText()
// - InputTextWithHint()
// - InputTextMultiline()
// - InputTextGetCharInfo() [Internal]
// - InputTextReindexLines() [Internal]
// - InputTextReindexLinesRange() [Internal]
// - InputTextEx() [Internal]
// - DebugNodeInputTextState() [Internal]
//-------------------------------------------------------------------------
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
}
bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
{
int line_count = 0;
const char* s = text_begin;
while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
if (c == '\n')
line_count++;
s--;
if (s[0] != '\n' && s[0] != '\r')
line_count++;
*out_text_end = s;
return line_count;
}
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
{
ImGuiContext& g = *ctx;
ImFont* font = g.Font;
const float line_height = g.FontSize;
const float scale = line_height / font->FontSize;
ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f;
const ImWchar* s = text_begin;
while (s < text_end)
{
unsigned int c = (unsigned int)(*s++);
if (c == '\n')
{
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
if (stop_on_new_line)
break;
continue;
}
if (c == '\r')
continue;
const float char_width = font->GetCharAdvance((ImWchar)c) * scale;
line_width += char_width;
}
if (text_size.x < line_width)
text_size.x = line_width;
if (out_offset)
*out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n
if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n
text_size.y += line_height;
if (remaining)
*remaining = s;
return text_size;
}
// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
namespace ImStb
{
static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
{
const ImWchar* text = obj->TextW.Data;
const ImWchar* text_remaining = NULL;
const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
r->x0 = 0.0f;
r->x1 = size.x;
r->baseline_y_delta = size.y;
r->ymin = 0.0f;
r->ymax = size.y;
r->num_chars = (int)(text_remaining - (text + line_start_idx));
}
static bool is_separator(unsigned int c)
{
return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!';
}
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
{
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool prev_separ = is_separator(obj->TextW[idx - 1]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx]);
bool curr_separ = is_separator(obj->TextW[idx]);
return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
{
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
return 0;
bool prev_white = ImCharIsBlankW(obj->TextW[idx]);
bool prev_separ = is_separator(obj->TextW[idx]);
bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]);
bool curr_separ = is_separator(obj->TextW[idx - 1]);
return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
}
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
{
ImWchar* dst = obj->TextW.Data + pos;
// We maintain our buffer length in both UTF-8 and wchar formats
obj->Edited = true;
obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
obj->CurLenW -= n;
// Offset remaining text (FIXME-OPT: Use memmove)
const ImWchar* src = obj->TextW.Data + pos + n;
while (ImWchar c = *src++)
*dst++ = c;
*dst = '\0';
}
static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)
{
const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int text_len = obj->CurLenW;
IM_ASSERT(pos <= text_len);
const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))
return false;
// Grow internal buffer if needed
if (new_text_len + text_len + 1 > obj->TextW.Size)
{
if (!is_resizable)
return false;
IM_ASSERT(text_len < obj->TextW.Size);
obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);
}
ImWchar* text = obj->TextW.Data;
if (pos != text_len)
memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
obj->Edited = true;
obj->CurLenW += new_text_len;
obj->CurLenA += new_text_len_utf8;
obj->TextW[obj->CurLenW] = '\0';
return true;
}
// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left
#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right
#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up
#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down
#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line
#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line
#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text
#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text
#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor
#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor
#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo
#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo
#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word
#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word
#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page
#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page
#define STB_TEXTEDIT_K_SHIFT 0x400000
#define IMSTB_TEXTEDIT_IMPLEMENTATION
#define IMSTB_TEXTEDIT_memmove memmove
#include "imstb_textedit.h"
// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
{
stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);
state->cursor = state->select_start = state->select_end = 0;
if (text_len <= 0)
return;
if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
{
state->cursor = state->select_start = state->select_end = text_len;
state->has_preferred_x = 0;
return;
}
IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()
}
} // namespace ImStb
void ImGuiInputTextState::OnKeyPressed(int key)
{
stb_textedit_key(this, &Stb, key);
CursorFollow = true;
CursorAnimReset();
}
ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
{
memset(this, 0, sizeof(*this));
}
// Public API to manipulate UTF-8 text
// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
{
IM_ASSERT(pos + bytes_count <= BufTextLen);
char* dst = Buf + pos;
const char* src = Buf + pos + bytes_count;
while (char c = *src++)
*dst++ = c;
*dst = '\0';
if (CursorPos >= pos + bytes_count)
CursorPos -= bytes_count;
else if (CursorPos >= pos)
CursorPos = pos;
SelectionStart = SelectionEnd = CursorPos;
BufDirty = true;
BufTextLen -= bytes_count;
}
void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
{
// Accept null ranges
if (new_text == new_text_end)
return;
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
if (new_text_len + BufTextLen >= BufSize)
{
if (!is_resizable)
return;
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
ImGuiContext& g = *Ctx;
ImGuiInputTextState* edit_state = &g.InputTextState;
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
IM_ASSERT(Buf == edit_state->TextA.Data);
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
edit_state->TextA.reserve(new_buf_size + 1);
Buf = edit_state->TextA.Data;
BufSize = edit_state->BufCapacityA = new_buf_size;
}
if (BufTextLen != pos)
memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
Buf[BufTextLen + new_text_len] = '\0';
if (CursorPos >= pos)
CursorPos += new_text_len;
SelectionStart = SelectionEnd = CursorPos;
BufDirty = true;
BufTextLen += new_text_len;
}
// Return false to discard a character.
static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard)
{
unsigned int c = *p_char;
// Filter non-printable (NB: isprint is unreliable! see #2467)
bool apply_named_filters = true;
if (c < 0x20)
{
bool pass = false;
pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0;
if (!pass)
return false;
apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
}
if (input_source_is_clipboard == false)
{
// We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
if (c == 127)
return false;
// Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
if (c >= 0xE000 && c <= 0xF8FF)
return false;
}
// Filter Unicode ranges we are not handling in this build
if (c > IM_UNICODE_CODEPOINT_MAX)
return false;
// Generic named filters
if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)))
{
// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.
// The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
// We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
// Change the default decimal_point with:
// ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;
// Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
ImGuiContext& g = *ctx;
const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint;
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))
if (c == '.' || c == ',')
c = c_decimal_point;
// Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
// While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
// scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))
if (c >= 0xFF01 && c <= 0xFF5E)
c = c - 0xFF01 + 0x21;
// Allow 0-9 . - + * /
if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
return false;
// Allow 0-9 . - + * / e E
if (flags & ImGuiInputTextFlags_CharsScientific)
if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
return false;
// Allow 0-9 a-F A-F
if (flags & ImGuiInputTextFlags_CharsHexadecimal)
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
return false;
// Turn a-z into A-Z
if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z')
c += (unsigned int)('A' - 'a');
if (flags & ImGuiInputTextFlags_CharsNoBlank)
if (ImCharIsBlankW(c))
return false;
*p_char = c;
}
// Custom callback filter
if (flags & ImGuiInputTextFlags_CallbackCharFilter)
{
ImGuiContext& g = *GImGui;
ImGuiInputTextCallbackData callback_data;
callback_data.Ctx = &g;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
callback_data.EventChar = (ImWchar)c;
callback_data.Flags = flags;
callback_data.UserData = user_data;
if (callback(&callback_data) != 0)
return false;
*p_char = callback_data.EventChar;
if (!callback_data.EventChar)
return false;
}
return true;
}
// Find the shortest single replacement we can make to get the new text from the old text.
// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.
// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)
{
ImGuiContext& g = *GImGui;
const ImWchar* old_buf = state->TextW.Data;
const int old_length = state->CurLenW;
const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a);
g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar));
ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data;
ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a);
const int shorter_length = ImMin(old_length, new_length);
int first_diff;
for (first_diff = 0; first_diff < shorter_length; first_diff++)
if (old_buf[first_diff] != new_buf[first_diff])
break;
if (first_diff == old_length && first_diff == new_length)
return;
int old_last_diff = old_length - 1;
int new_last_diff = new_length - 1;
for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
if (old_buf[old_last_diff] != new_buf[new_last_diff])
break;
const int insert_len = new_last_diff - first_diff + 1;
const int delete_len = old_last_diff - first_diff + 1;
if (insert_len > 0 || delete_len > 0)
if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len))
for (int i = 0; i < delete_len; i++)
p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);
}
// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
// but that more likely be attractive when we do have _NoLiveEdit flag available.
void ImGui::InputTextDeactivateHook(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiInputTextState* state = &g.InputTextState;
if (id == 0 || state->ID != id)
return;
g.InputTextDeactivatedState.ID = state->ID;
if (state->Flags & ImGuiInputTextFlags_ReadOnly)
{
g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.
}
else
{
IM_ASSERT(state->TextA.Data != 0);
g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);
memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1);
}
}
// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
IM_ASSERT(buf != NULL && buf_size >= 0);
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
const bool RENDER_SELECTION_WHEN_INACTIVE = false;
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line
const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
ImGuiWindow* draw_window = window;
ImVec2 inner_size = frame_size;
ImGuiLastItemData item_data_backup;
if (is_multiline)
{
ImVec2 backup_pos = window->DC.CursorPos;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
{
EndGroup();
return false;
}
item_data_backup = g.LastItemData;
window->DC.CursorPos = backup_pos;
// Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput))
g.NavActivateId = 0;
// Prevent NavActivate reactivating in BeginChild() when we are already active.
const ImGuiID backup_activate_id = g.NavActivateId;
if (g.ActiveId == id) // Prevent reactivation
g.NavActivateId = 0;
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);
g.NavActivateId = backup_activate_id;
PopStyleVar(3);
PopStyleColor();
if (!child_visible)
{
EndChild();
EndGroup();
return false;
}
draw_window = g.CurrentWindow; // Child window
draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
draw_window->DC.CursorPos += style.FramePadding;
inner_size.x -= draw_window->ScrollbarSizes.x;
}
else
{
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
ItemSize(total_bb, style.FramePadding.y);
if (!(flags & ImGuiInputTextFlags_MergedItem))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
return false;
}
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
if (hovered)
g.MouseCursor = ImGuiMouseCursor_TextInput;
// We are only allowed to access the state if we are already the active widget.
ImGuiInputTextState* state = GetInputTextState(id);
if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly)
flags |= ImGuiInputTextFlags_ReadOnly;
const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
if (is_resizable)
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
bool clear_active_id = false;
bool select_all = false;
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf);
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state.
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
const bool init_state = (init_make_active || user_scroll_active);
if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf)
{
// Access state even if we don't own it yet.
state = &g.InputTextState;
state->CursorAnimReset();
state->ReloadUserBuf = false;
// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
InputTextDeactivateHook(state->ID);
// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
const int buf_len = (int)strlen(buf);
if (!init_reload_from_user_buf)
{
// Take a copy of the initial buffer value.
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
}
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf);
if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))
recycle_state = false;
// Start edition
const char* buf_end = NULL;
state->ID = id;
state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
state->TextA.resize(0);
state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then)
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
if (recycle_state)
{
// Recycle existing cursor/selection/undo stack but clamp position
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
state->CursorClamp();
}
else
{
state->ScrollX = 0.0f;
stb_textedit_initialize_state(&state->Stb, !is_multiline);
}
if (init_reload_from_user_buf)
{
state->Stb.select_start = state->ReloadSelectionStart;
state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd;
state->CursorClamp();
}
else if (!is_multiline)
{
if (flags & ImGuiInputTextFlags_AutoSelectAll)
select_all = true;
if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
select_all = true;
if (user_clicked && io.KeyCtrl)
select_all = true;
}
if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)
}
const bool is_osx = io.ConfigMacOSXBehaviors;
if (g.ActiveId != id && init_make_active)
{
IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
}
if (g.ActiveId == id)
{
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
if (user_clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
SetKeyOwner(ImGuiKey_Enter, id);
SetKeyOwner(ImGuiKey_KeypadEnter, id);
SetKeyOwner(ImGuiKey_Home, id);
SetKeyOwner(ImGuiKey_End, id);
if (is_multiline)
{
SetKeyOwner(ImGuiKey_PageUp, id);
SetKeyOwner(ImGuiKey_PageDown, id);
}
// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
if (g.ActiveId == id && state == NULL)
ClearActiveID();
// Release focus when we click outside
if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
clear_active_id = true;
// Lock the decision of whether we are going to take the path displaying the cursor or selection
bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool validated = false;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
if (is_readonly && state != NULL && (render_cursor || render_selection))
{
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
render_selection &= state->HasSelection();
}
// Select the buffer to render.
const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;
const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
// Password pushes a temporary font with only a fallback glyph
if (is_password && !is_displaying_hint)
{
const ImFontGlyph* glyph = g.Font->FindGlyph('*');
ImFont* password_font = &g.InputTextPasswordFont;
password_font->FontSize = g.Font->FontSize;
password_font->Scale = g.Font->Scale;
password_font->Ascent = g.Font->Ascent;
password_font->Descent = g.Font->Descent;
password_font->ContainerAtlas = g.Font->ContainerAtlas;
password_font->FallbackGlyph = glyph;
password_font->FallbackAdvanceX = glyph->AdvanceX;
IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
PushFont(password_font);
}
// Process mouse inputs and character inputs
int backup_current_text_length = 0;
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
backup_current_text_length = state->CurLenA;
state->Edited = false;
state->BufCapacityA = buf_size;
state->Flags = flags;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
g.ActiveIdAllowOverlap = !io.MouseDown[0];
// Edit in progress
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
if (select_all)
{
state->SelectAll();
state->SelectedAllMouseLock = true;
}
else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)
{
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
const int multiclick_count = (io.MouseClickedCount[0] - 2);
if ((multiclick_count % 2) == 0)
{
// Double-click: Select word
// We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
// FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n';
if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
//state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
if (!STB_TEXT_HAS_SELECTION(&state->Stb))
ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);
state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);
state->Stb.select_end = state->Stb.cursor;
ImStb::stb_textedit_clamp(state, &state->Stb);
}
else
{
// Triple-click: Select line
const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n';
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
if (!is_eol && is_multiline)
{
ImSwap(state->Stb.select_start, state->Stb.select_end);
state->Stb.cursor = state->Stb.select_end;
}
state->CursorFollow = false;
}
state->CursorAnimReset();
}
else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
{
if (hovered)
{
if (io.KeyShift)
stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
else
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
state->CursorAnimReset();
}
}
else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
{
stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
state->CursorAnimReset();
state->CursorFollow = true;
}
if (state->SelectedAllMouseLock && !io.MouseDown[0])
state->SelectedAllMouseLock = false;
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
{
if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
// FIXME: Implement Shift+Tab
/*
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
{
}
*/
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
if (io.InputQueueCharacters.Size > 0)
{
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (c == '\t') // Skip Tab, see above.
continue;
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
// Consume characters
io.InputQueueCharacters.resize(0);
}
}
// Process other shortcuts/key-presses
bool revert_edit = false;
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
{
IM_ASSERT(state != NULL);
const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
state->Stb.row_count_per_page = row_count_per_page;
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active.
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable;
const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
// FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)
{
if (!state->HasSelection())
{
// OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)
if (is_wordmove_key_down)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
}
state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);
}
else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)
{
if (!state->HasSelection())
{
if (is_wordmove_key_down)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (is_enter_pressed || is_gamepad_validate)
{
// Determine if we turn Enter into a \n character
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
{
validated = true;
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
state->SelectAll(); // No need to scroll
else
clear_active_id = true;
}
else if (!is_readonly)
{
unsigned int c = '\n'; // Insert new line
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
}
else if (is_cancel)
{
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
if (buf[0] != 0)
{
revert_edit = true;
}
else
{
render_cursor = render_selection = false;
clear_active_id = true;
}
}
else
{
clear_active_id = revert_edit = true;
render_cursor = render_selection = false;
}
}
else if (is_undo || is_redo)
{
state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
state->ClearSelection();
}
else if (is_select_all)
{
state->SelectAll();
state->CursorFollow = true;
}
else if (is_cut || is_copy)
{
// Cut, Copy
if (io.SetClipboardTextFn)
{
const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;
const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;
const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;
char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));
ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);
SetClipboardText(clipboard_data);
MemFree(clipboard_data);
}
if (is_cut)
{
if (!state->HasSelection())
state->SelectAll();
state->CursorFollow = true;
stb_textedit_cut(state, &state->Stb);
}
}
else if (is_paste)
{
if (const char* clipboard = GetClipboardText())
{
// Filter pasted buffer
const int clipboard_len = (int)strlen(clipboard);
ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar));
int clipboard_filtered_len = 0;
for (const char* s = clipboard; *s != 0; )
{
unsigned int c;
s += ImTextCharFromUtf8(&c, s, NULL);
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
continue;
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
}
clipboard_filtered[clipboard_filtered_len] = 0;
if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
{
stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);
state->CursorFollow = true;
}
MemFree(clipboard_filtered);
}
}
// Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
}
// Process callbacks and apply result back to user's buffer.
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
if (revert_edit && !is_readonly)
{
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
// Clear input
IM_ASSERT(buf[0] != 0);
apply_new_text = "";
apply_new_text_length = 0;
value_changed = true;
IMSTB_TEXTEDIT_CHARTYPE empty_string;
stb_textedit_replace(state, &state->Stb, &empty_string, 0);
}
else if (strcmp(buf, state->InitialTextA.Data) != 0)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
// Push records into the undo stack so we can CTRL+Z the revert operation itself
apply_new_text = state->InitialTextA.Data;
apply_new_text_length = state->InitialTextA.Size - 1;
value_changed = true;
ImVector<ImWchar> w_text;
if (apply_new_text_length > 0)
{
w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);
ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);
}
stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);
}
}
// Apply ASCII value
if (!is_readonly)
{
state->TextAIsValid = true;
state->TextA.resize(state->TextW.Size * 4 + 1);
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer
// before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage
// (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer)
{
// Apply new value immediately - copy modified buffer back
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
// User callback
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
{
IM_ASSERT(callback != NULL);
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
ImGuiInputTextFlags event_flag = 0;
ImGuiKey event_key = ImGuiKey_None;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
{
event_flag = ImGuiInputTextFlags_CallbackCompletion;
event_key = ImGuiKey_Tab;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_UpArrow;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_DownArrow;
}
else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
{
event_flag = ImGuiInputTextFlags_CallbackEdit;
}
else if (flags & ImGuiInputTextFlags_CallbackAlways)
{
event_flag = ImGuiInputTextFlags_CallbackAlways;
}
if (event_flag)
{
ImGuiInputTextCallbackData callback_data;
callback_data.Ctx = &g;
callback_data.EventFlag = event_flag;
callback_data.Flags = flags;
callback_data.UserData = callback_user_data;
char* callback_buf = is_readonly ? buf : state->TextA.Data;
callback_data.EventKey = event_key;
callback_data.Buf = callback_buf;
callback_data.BufTextLen = state->CurLenA;
callback_data.BufSize = state->BufCapacityA;
callback_data.BufDirty = false;
// We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
ImWchar* text = state->TextW.Data;
const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);
const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);
const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);
// Call user code
callback(&callback_data);
// Read back what user may have modified
callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
const bool buf_dirty = callback_data.BufDirty;
if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
if (buf_dirty)
{
IM_ASSERT(!is_readonly);
IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?
if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);
state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
state->CursorAnimReset();
}
}
}
// Will copy result string if modified
if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
{
apply_new_text = state->TextA.Data;
apply_new_text_length = state->CurLenA;
value_changed = true;
}
}
}
// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
if (g.InputTextDeactivatedState.ID == id)
{
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
{
apply_new_text = g.InputTextDeactivatedState.TextA.Data;
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
value_changed = true;
//IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
}
g.InputTextDeactivatedState.ID = 0;
}
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
if (apply_new_text != NULL)
{
// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
// without any storage on user's side.
IM_ASSERT(apply_new_text_length >= 0);
if (is_resizable)
{
ImGuiInputTextCallbackData callback_data;
callback_data.Ctx = &g;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
//IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
// Otherwise request text input ahead for next frame.
if (g.ActiveId == id && clear_active_id)
ClearActiveID();
else if (g.ActiveId == id)
g.WantTextInputNextFrame = 1;
// Render frame
if (!is_multiline)
{
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
}
const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec2 text_size(0.0f, 0.0f);
// Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
const int buf_display_max_length = 2 * 1024 * 1024;
const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
const char* buf_display_end = NULL; // We have specialized paths below for setting the length
if (is_displaying_hint)
{
buf_display = hint;
buf_display_end = hint + strlen(hint);
}
// Render text. We currently only render selection when the widget is active or while scrolling.
// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
if (render_cursor || render_selection)
{
IM_ASSERT(state != NULL);
if (!is_displaying_hint)
buf_display_end = buf_display + state->CurLenA;
// Render text (with cursor and selection)
// This is going to be messy. We need to:
// - Display the text (this alone can be more easily clipped)
// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
// - Measure text height (for scrollbar)
// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
// FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
const ImWchar* text_begin = state->TextW.Data;
ImVec2 cursor_offset, select_start_offset;
{
// Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.
const ImWchar* searches_input_ptr[2] = { NULL, NULL };
int searches_result_line_no[2] = { -1000, -1000 };
int searches_remaining = 0;
if (render_cursor)
{
searches_input_ptr[0] = text_begin + state->Stb.cursor;
searches_result_line_no[0] = -1;
searches_remaining++;
}
if (render_selection)
{
searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
searches_result_line_no[1] = -1;
searches_remaining++;
}
// Iterate all lines to find our line numbers
// In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
searches_remaining += is_multiline ? 1 : 0;
int line_count = 0;
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit
for (const ImWchar* s = text_begin; *s != 0; s++)
if (*s == '\n')
{
line_count++;
if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }
if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }
}
line_count++;
if (searches_result_line_no[0] == -1)
searches_result_line_no[0] = line_count;
if (searches_result_line_no[1] == -1)
searches_result_line_no[1] = line_count;
// Calculate 2d position by finding the beginning of the line and measuring distance
cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
cursor_offset.y = searches_result_line_no[0] * g.FontSize;
if (searches_result_line_no[1] >= 0)
{
select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
select_start_offset.y = searches_result_line_no[1] * g.FontSize;
}
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
if (is_multiline)
text_size = ImVec2(inner_size.x, line_count * g.FontSize);
}
// Scroll
if (render_cursor && state->CursorFollow)
{
// Horizontal scroll in chunks of quarter width
if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
{
const float scroll_increment_x = inner_size.x * 0.25f;
const float visible_width = inner_size.x - style.FramePadding.x;
if (cursor_offset.x < state->ScrollX)
state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
else if (cursor_offset.x - visible_width >= state->ScrollX)
state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
}
else
{
state->ScrollX = 0.0f;
}
// Vertical scroll
if (is_multiline)
{
// Test if cursor is vertically visible
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y;
}
state->CursorFollow = false;
}
// Draw selection
const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);
if (render_selection)
{
const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);
ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
{
if (rect_pos.y > clip_rect.w + g.FontSize)
break;
if (rect_pos.y < clip_rect.y)
{
//p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit
//p = p ? p + 1 : text_selected_end;
while (p < text_selected_end)
if (*p++ == '\n')
break;
}
else
{
ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
rect.ClipWith(clip_rect);
if (rect.Overlaps(clip_rect))
draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
}
rect_pos.x = draw_pos.x - draw_scroll.x;
rect_pos.y += g.FontSize;
}
}
// We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
{
ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
// Draw blinking cursor
if (render_cursor)
{
state->CursorAnim += io.DeltaTime;
bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (!is_readonly)
{
g.PlatformImeData.WantVisible = true;
g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
g.PlatformImeData.InputLineHeight = g.FontSize;
g.PlatformImeViewport = window->Viewport->ID;
}
}
}
else
{
// Render text only (no selection, no cursor)
if (is_multiline)
text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
else if (!is_displaying_hint && g.ActiveId == id)
buf_display_end = buf_display + state->CurLenA;
else if (!is_displaying_hint)
buf_display_end = buf_display + strlen(buf_display);
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
{
ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
}
if (is_password && !is_displaying_hint)
PopFont();
if (is_multiline)
{
// For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...
Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;
EndChild();
item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);
// ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...
// FIXME: This quite messy/tricky, should attempt to get rid of the child window.
EndGroup();
if (g.LastItemData.ID == 0)
{
g.LastItemData.ID = id;
g.LastItemData.InFlags = item_data_backup.InFlags;
g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
}
}
// Log as text
if (g.LogEnabled && (!is_password || is_displaying_hint))
{
LogSetNextTextDecoration("{", "}");
LogRenderedText(&draw_pos, buf_display, buf_display_end);
}
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))
MarkItemEdited(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return validated;
else
return value_changed;
}
void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *GImGui;
ImStb::STB_TexteditState* stb_state = &state->Stb;
ImStb::StbUndoState* undo_state = &stb_state->undostate;
Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
DebugLocateItemOnHover(state->ID);
Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end);
Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) // Visualize undo state
{
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++)
{
ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];
const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';
if (undo_rec_type == ' ')
BeginDisabled();
char buf[64] = "";
if (undo_rec_type != ' ' && undo_rec->char_storage != -1)
ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length);
Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"",
undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf);
if (undo_rec_type == ' ')
EndDisabled();
}
PopStyleVar();
}
EndChild();
#else
IM_UNUSED(state);
#endif
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
//-------------------------------------------------------------------------
// - ColorEdit3()
// - ColorEdit4()
// - ColorPicker3()
// - RenderColorRectWithAlphaCheckerboard() [Internal]
// - ColorPicker4()
// - ColorButton()
// - SetColorEditOptions()
// - ColorTooltip() [Internal]
// - ColorEditOptionsPopup() [Internal]
// - ColorPickerOptionsPopup() [Internal]
//-------------------------------------------------------------------------
bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}
static void ColorEditRestoreH(const float* col, float* H)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ColorEditCurrentID != 0);
if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
*H = g.ColorEditSavedHue;
}
// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ColorEditCurrentID != 0);
if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
// When S == 0, H is undefined.
// When H == 1 it wraps around to 0.
if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
*H = g.ColorEditSavedHue;
// When V == 0, S is undefined.
if (*V == 0.0f)
*S = g.ColorEditSavedSat;
}
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float square_sz = GetFrameHeight();
const char* label_display_end = FindRenderedTextEnd(label);
float w_full = CalcItemWidth();
g.NextItemData.ClearFlags();
BeginGroup();
PushID(label);
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
if (set_current_color_edit_id)
g.ColorEditCurrentID = window->IDStack.back();
// If we're not showing any slider there's no point in doing any HSV conversions
const ImGuiColorEditFlags flags_untouched = flags;
if (flags & ImGuiColorEditFlags_NoInputs)
flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;
// Context menu: display and modify options (before defaults are applied)
if (!(flags & ImGuiColorEditFlags_NoOptions))
ColorEditOptionsPopup(col, flags);
// Read stored options
if (!(flags & ImGuiColorEditFlags_DisplayMask_))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);
if (!(flags & ImGuiColorEditFlags_DataTypeMask_))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);
if (!(flags & ImGuiColorEditFlags_PickerMask_))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);
if (!(flags & ImGuiColorEditFlags_InputMask_))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);
flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
const int components = alpha ? 4 : 3;
const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
const float w_inputs = ImMax(w_full - w_button, 1.0f);
w_full = w_inputs + w_button;
// Convert to the formats we need
float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
{
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
}
int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
bool value_changed = false;
bool value_changed_as_float = false;
const ImVec2 pos = window->DC.CursorPos;
const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;
window->DC.CursorPos.x = pos.x + inputs_offset_x;
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{
// RGB/HSV 0..255 Sliders
const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1);
const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
static const char* fmt_table_int[3][4] =
{
{ "%3d", "%3d", "%3d", "%3d" }, // Short display
{ "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
{ "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA
};
static const char* fmt_table_float[3][4] =
{
{ "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display
{ "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
{ "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA
};
const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
float prev_split = 0.0f;
for (int n = 0; n < components; n++)
{
if (n > 0)
SameLine(0, style.ItemInnerSpacing.x);
float next_split = IM_TRUNC(w_items * (n + 1) / components);
SetNextItemWidth(ImMax(next_split - prev_split, 1.0f));
prev_split = next_split;
// FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.
if (flags & ImGuiColorEditFlags_Float)
{
value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
value_changed_as_float |= value_changed;
}
else
{
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
}
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{
// RGB Hexadecimal Input
char buf[64];
if (alpha)
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));
SetNextItemWidth(w_inputs);
if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase))
{
value_changed = true;
char* p = buf;
while (*p == '#' || ImCharIsBlankA(*p))
p++;
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)
int r;
if (alpha)
r = 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
r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
ImGuiWindow* picker_active_window = NULL;
if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
{
const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;
window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);
const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
if (ColorButton("##ColorButton", col_v4, flags))
{
if (!(flags & ImGuiColorEditFlags_NoPicker))
{
// Store current color and open a picker
g.ColorPickerRef = col_v4;
OpenPopup("picker");
SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (BeginPopup("picker"))
{
if (g.CurrentWindow->BeginCount == 1)
{
picker_active_window = g.CurrentWindow;
if (label != label_display_end)
{
TextEx(label, label_display_end);
Spacing();
}
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
}
EndPopup();
}
}
if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
{
// Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
// but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.
SameLine(0.0f, style.ItemInnerSpacing.x);
window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
TextEx(label, label_display_end);
}
// Convert back
if (value_changed && picker_active_window == NULL)
{
if (!value_changed_as_float)
for (int n = 0; n < 4; n++)
f[n] = i[n] / 255.0f;
if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
{
g.ColorEditSavedHue = f[0];
g.ColorEditSavedSat = f[1];
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
g.ColorEditSavedID = g.ColorEditCurrentID;
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
}
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
col[0] = f[0];
col[1] = f[1];
col[2] = f[2];
if (alpha)
col[3] = f[3];
}
if (set_current_color_edit_id)
g.ColorEditCurrentID = 0;
PopID();
EndGroup();
// Drag and Drop Target
// NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
{
bool accepted_drag_drop = false;
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
{
memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086
value_changed = accepted_drag_drop = true;
}
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
{
memcpy((float*)col, payload->Data, sizeof(float) * components);
value_changed = accepted_drag_drop = true;
}
// Drag-drop payloads are always RGB
if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);
EndDragDropTarget();
}
// When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
g.LastItemData.ID = g.ActiveId;
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
MarkItemEdited(g.LastItemData.ID);
return value_changed;
}
bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
float col4[4] = { col[0], col[1], col[2], 1.0f };
if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
return false;
col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
return true;
}
// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
{
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
}
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImDrawList* draw_list = window->DrawList;
ImGuiStyle& style = g.Style;
ImGuiIO& io = g.IO;
const float width = CalcItemWidth();
const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0;
g.NextItemData.ClearFlags();
PushID(label);
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
if (set_current_color_edit_id)
g.ColorEditCurrentID = window->IDStack.back();
BeginGroup();
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
flags |= ImGuiColorEditFlags_NoSmallPreview;
// Context menu: display and store options.
if (!(flags & ImGuiColorEditFlags_NoOptions))
ColorPickerOptionsPopup(col, flags);
// Read stored options
if (!(flags & ImGuiColorEditFlags_PickerMask_))
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;
if (!(flags & ImGuiColorEditFlags_InputMask_))
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
if (!(flags & ImGuiColorEditFlags_NoOptions))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
// Setup
int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
ImVec2 picker_pos = window->DC.CursorPos;
float square_sz = GetFrameHeight();
float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f);
float backup_initial_col[4];
memcpy(backup_initial_col, col, components * sizeof(float));
float wheel_thickness = sv_picker_size * 0.08f;
float wheel_r_outer = sv_picker_size * 0.50f;
float wheel_r_inner = wheel_r_outer - wheel_thickness;
ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);
// Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
float H = col[0], S = col[1], V = col[2];
float R = col[0], G = col[1], B = col[2];
if (flags & ImGuiColorEditFlags_InputRGB)
{
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(R, G, B, H, S, V);
ColorEditRestoreHS(col, &H, &S, &V);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
ColorConvertHSVtoRGB(H, S, V, R, G, B);
}
bool value_changed = false, value_changed_h = false, value_changed_sv = false;
PushItemFlag(ImGuiItemFlags_NoNav, true);
if (flags & ImGuiColorEditFlags_PickerHueWheel)
{
// Hue wheel + SV triangle logic
InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
if (IsItemActive() && !is_readonly)
{
ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
ImVec2 current_off = g.IO.MousePos - wheel_center;
float initial_dist2 = ImLengthSqr(initial_off);
if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))
{
// Interactive with Hue wheel
H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;
if (H < 0.0f)
H += 1.0f;
value_changed = value_changed_h = true;
}
float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
{
// Interacting with SV triangle
ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
float uu, vv, ww;
ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
S = ImClamp(uu / V, 0.0001f, 1.0f);
value_changed = value_changed_sv = true;
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
else if (flags & ImGuiColorEditFlags_PickerHueBar)
{
// SV rectangle logic
InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
if (IsItemActive() && !is_readonly)
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
// Hue bar logic
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
if (IsItemActive() && !is_readonly)
{
H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
value_changed = value_changed_h = true;
}
}
// Alpha bar logic
if (alpha_bar)
{
SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
if (IsItemActive())
{
col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
value_changed = true;
}
}
PopItemFlag(); // ImGuiItemFlags_NoNav
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
{
SameLine(0, style.ItemInnerSpacing.x);
BeginGroup();
}
if (!(flags & ImGuiColorEditFlags_NoLabel))
{
const char* label_display_end = FindRenderedTextEnd(label);
if (label != label_display_end)
{
if ((flags & ImGuiColorEditFlags_NoSidePreview))
SameLine(0, style.ItemInnerSpacing.x);
TextEx(label, label_display_end);
}
}
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
{
PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
if ((flags & ImGuiColorEditFlags_NoLabel))
Text("Current");
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;
ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
if (ref_col != NULL)
{
Text("Original");
ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))
{
memcpy(col, ref_col, components * sizeof(float));
value_changed = true;
}
}
PopItemFlag();
EndGroup();
}
// Convert back color to RGB
if (value_changed_h || value_changed_sv)
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
g.ColorEditSavedHue = H;
g.ColorEditSavedSat = S;
g.ColorEditSavedID = g.ColorEditCurrentID;
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
col[0] = H;
col[1] = S;
col[2] = V;
}
}
// R,G,B and H,S,V slider color editor
bool value_changed_fix_hue_wrap = false;
if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
{
PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
{
// FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
value_changed = true;
}
if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);
if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);
PopItemWidth();
}
// Try to cancel hue wrap (after ColorEdit4 call), if any
if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))
{
float new_H, new_S, new_V;
ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
if (new_H <= 0 && H > 0)
{
if (new_V <= 0 && V != new_V)
ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
else if (new_S <= 0)
ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
}
}
if (value_changed)
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
R = col[0];
G = col[1];
B = col[2];
ColorConvertRGBtoHSV(R, G, B, H, S, V);
ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
H = col[0];
S = col[1];
V = col[2];
ColorConvertHSVtoRGB(H, S, V, R, G, B);
}
}
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
ImVec2 sv_cursor_pos;
if (flags & ImGuiColorEditFlags_PickerHueWheel)
{
// Render Hue Wheel
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
for (int n = 0; n < 6; n++)
{
const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps;
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
const int vert_start_idx = draw_list->VtxBuffer.Size;
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
draw_list->PathStroke(col_white, 0, wheel_thickness);
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);
}
// Render Cursor + preview on Hue Wheel
float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
// Render SV triangle (rotated according to hue)
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
ImVec2 uv_white = GetFontTexUvWhitePixel();
draw_list->PrimReserve(3, 3);
draw_list->PrimVtx(tra, uv_white, hue_color32);
draw_list->PrimVtx(trb, uv_white, col_black);
draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
}
else if (flags & ImGuiColorEditFlags_PickerHueBar)
{
// Render SV Square
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
// Render Hue Bar
for (int i = 0; i < 6; ++i)
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
}
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
// Render alpha bar
if (alpha_bar)
{
float alpha = ImSaturate(col[3]);
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
}
EndGroup();
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
value_changed = false;
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
MarkItemEdited(g.LastItemData.ID);
if (set_current_color_edit_id)
g.ColorEditCurrentID = 0;
PopID();
return value_changed;
}
// A little color square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(desc_id);
const float default_size = GetFrameHeight();
const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
if (flags & ImGuiColorEditFlags_NoAlpha)
flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
ImVec4 col_rgb = col;
if (flags & ImGuiColorEditFlags_InputHSV)
ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);
ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
float grid_step = ImMin(size.x, size.y) / 2.99f;
float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
ImRect bb_inner = bb;
float off = 0.0f;
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
{
off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
bb_inner.Expand(off);
}
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
{
float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
}
else
{
// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;
if (col_source.w < 1.0f)
RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
else
window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
}
RenderNavHighlight(bb, id);
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
{
if (g.Style.FrameBorderSize > 0.0f)
RenderFrameBorder(bb.Min, bb.Max, rounding);
else
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
}
// Drag and Drop Source
// NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
{
if (flags & ImGuiColorEditFlags_NoAlpha)
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);
else
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);
ColorButton(desc_id, col, flags);
SameLine();
TextEx("Color");
EndDragDropSource();
}
// Tooltip
if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))
ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
return pressed;
}
// Initialize/override default color options
void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
{
ImGuiContext& g = *GImGui;
if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;
if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;
if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;
if ((flags & ImGuiColorEditFlags_InputMask_) == 0)
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected
g.ColorEditOptions = flags;
}
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
{
ImGuiContext& g = *GImGui;
if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
return;
const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
if (text_end > text)
{
TextEx(text, text_end);
Separator();
}
ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
SameLine();
if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))
{
if (flags & ImGuiColorEditFlags_NoAlpha)
Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
else
Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
if (flags & ImGuiColorEditFlags_NoAlpha)
Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);
else
Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);
}
EndTooltip();
}
void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
{
bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);
bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);
if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
return;
ImGuiContext& g = *GImGui;
g.LockMarkEdited++;
ImGuiColorEditFlags opts = g.ColorEditOptions;
if (allow_opt_inputs)
{
if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;
if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;
if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;
}
if (allow_opt_datatype)
{
if (allow_opt_inputs) Separator();
if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;
if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;
}
if (allow_opt_inputs || allow_opt_datatype)
Separator();
if (Button("Copy as..", ImVec2(-1, 0)))
OpenPopup("Copy");
if (BeginPopup("Copy"))
{
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
char buf[64];
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
if (Selectable(buf))
SetClipboardText(buf);
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);
if (Selectable(buf))
SetClipboardText(buf);
if (!(flags & ImGuiColorEditFlags_NoAlpha))
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
}
EndPopup();
}
g.ColorEditOptions = opts;
EndPopup();
g.LockMarkEdited--;
}
void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)
{
bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);
bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
return;
ImGuiContext& g = *GImGui;
g.LockMarkEdited++;
if (allow_opt_picker)
{
ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
PushItemWidth(picker_size.x);
for (int picker_type = 0; picker_type < 2; picker_type++)
{
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
if (picker_type > 0) Separator();
PushID(picker_type);
ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);
if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
ImVec2 backup_pos = GetCursorScreenPos();
if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);
SetCursorScreenPos(backup_pos);
ImVec4 previewing_ref_col;
memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);
PopID();
}
PopItemWidth();
}
if (allow_opt_alpha_bar)
{
if (allow_opt_picker) Separator();
CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
}
EndPopup();
g.LockMarkEdited--;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
//-------------------------------------------------------------------------
// - TreeNode()
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
// - TreeNodeBehavior() [Internal]
// - TreePush()
// - TreePop()
// - GetTreeNodeToLabelSpacing()
// - SetNextItemOpen()
// - CollapsingHeader()
//-------------------------------------------------------------------------
bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
bool is_open = TreeNodeExV(str_id, 0, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNode(const char* label)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
}
bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
{
return TreeNodeExV(str_id, 0, fmt, args);
}
bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
{
return TreeNodeExV(ptr_id, 0, fmt, args);
}
bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
}
bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
bool is_open = TreeNodeExV(str_id, flags, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const char* label, *label_end;
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end);
}
bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const char* label, *label_end;
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);
}
void ImGui::TreeNodeSetOpen(ImGuiID id, bool open)
{
ImGuiContext& g = *GImGui;
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
storage->SetInt(id, open ? 1 : 0);
}
bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
{
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
// We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiStorage* storage = window->DC.StateStorage;
bool is_open;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)
{
if (g.NextItemData.OpenCond & ImGuiCond_Always)
{
is_open = g.NextItemData.OpenVal;
TreeNodeSetOpen(id, is_open);
}
else
{
// We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
const int stored_value = storage->GetInt(id, -1);
if (stored_value == -1)
{
is_open = g.NextItemData.OpenVal;
TreeNodeSetOpen(id, is_open);
}
else
{
is_open = stored_value != 0;
}
}
}
else
{
is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
}
// When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
// NB- If we are above max depth we still allow manually opened nodes to be logged.
if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
is_open = true;
return is_open;
}
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
if (!label_end)
label_end = FindRenderedTextEnd(label);
const ImVec2 label_size = CalcTextSize(label, label_end, false);
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
// We vertically grow up to current line height up the typical widget height.
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
ImRect frame_bb;
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
frame_bb.Min.y = window->DC.CursorPos.y;
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
if (display_frame)
{
// Framed header expand a little outside the default padding, to the edge of InnerClipRect
// (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
}
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
ItemSize(ImVec2(text_width, frame_height), padding.y);
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
ImRect interact_bb = frame_bb;
if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
if (span_all_columns)
{
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
}
// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
bool is_open = TreeNodeUpdateNextOpen(id, flags);
bool item_add = ItemAdd(interact_bb, id);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
g.LastItemData.DisplayRect = frame_bb;
if (span_all_columns)
{
window->ClipRect.Min.x = backup_clip_rect_min_x;
window->ClipRect.Max.x = backup_clip_rect_max_x;
}
// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
// Store data for the current depth to allow returning to this node from any child item.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.
// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
{
g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1);
ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
nav_tree_node_data->ID = id;
nav_tree_node_data->InFlags = g.LastItemData.InFlags;
nav_tree_node_data->NavRect = g.LastItemData.NavRect;
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
}
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
if (!item_add)
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
if (span_all_columns)
{
TablePushBackgroundChannel();
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
g.LastItemData.ClipRect = window->ClipRect;
}
ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
button_flags |= ImGuiButtonFlags_AllowOverlap;
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
// We allow clicking on the arrow section with keyboard modifiers held, in order to easily
// allow browsing a tree while preserving selection with code implementing multi-selection patterns.
// When clicking on the rest of the tree node we always disallow keyboard modifiers.
const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;
const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;
const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);
if (window != g.HoveredWindow || !is_mouse_x_over_arrow)
button_flags |= ImGuiButtonFlags_NoKeyModifiers;
// Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
// Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
// - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
// - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
// - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
// - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
// - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
// It is rather standard that arrow click react on Down rather than Up.
// We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
if (is_mouse_x_over_arrow)
button_flags |= ImGuiButtonFlags_PressedOnClick;
else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
else
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
const bool was_selected = selected;
bool hovered, held;
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
bool toggled = false;
if (!is_leaf)
{
if (pressed && g.DragDropHoldJustPressedId != id)
{
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
toggled = true;
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
toggled = true;
}
else if (pressed && g.DragDropHoldJustPressedId == id)
{
IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = true;
}
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
{
toggled = true;
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavMoveRequestCancel();
}
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
{
toggled = true;
NavClearPreferredPosForAxis(ImGuiAxis_X);
NavMoveRequestCancel();
}
if (toggled)
{
is_open = !is_open;
window->DC.StateStorage->SetInt(id, is_open);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;
}
}
// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact;
if (display_frame)
{
// Framed type
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f);
else // Leaf without bullet, left-adjusted text
text_pos.x -= text_offset_x -padding.x;
if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
if (g.LogEnabled)
LogSetNextTextDecoration("###", "###");
}
else
{
// Unframed typed for tree nodes
if (hovered || selected)
{
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
}
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogSetNextTextDecoration(">", NULL);
}
if (span_all_columns)
TablePopBackgroundChannel();
// Label
if (display_frame)
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
else
RenderText(text_pos, label, label_end, false);
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
void ImGui::TreePush(const char* str_id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(str_id);
}
void ImGui::TreePush(const void* ptr_id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(ptr_id);
}
void ImGui::TreePushOverrideID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
Indent();
window->DC.TreeDepth++;
PushOverrideID(id);
}
void ImGui::TreePop()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
Unindent();
window->DC.TreeDepth--;
ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request
{
ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();
IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back());
if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data);
g.NavTreeNodeStack.pop_back();
}
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
PopID();
}
// Horizontal distance preceding label when using TreeNode() or Bullet()
float ImGui::GetTreeNodeToLabelSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + (g.Style.FramePadding.x * 2.0f);
}
// Set next TreeNode/CollapsingHeader open state.
void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
if (g.CurrentWindow->SkipItems)
return;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;
g.NextItemData.OpenVal = is_open;
g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
}
// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
}
// p_visible == NULL : regular collapsing header
// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false
// p_visible != NULL && *p_visible == false : do not show the header at all
// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.
bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (p_visible && !*p_visible)
return false;
ImGuiID id = window->GetID(label);
flags |= ImGuiTreeNodeFlags_CollapsingHeader;
if (p_visible)
flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label);
if (p_visible != NULL)
{
// Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
// FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
ImGuiContext& g = *GImGui;
ImGuiLastItemData last_item_backup = g.LastItemData;
float button_size = g.FontSize;
float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);
float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
*p_visible = false;
g.LastItemData = last_item_backup;
}
return is_open;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Selectable
//-------------------------------------------------------------------------
// - Selectable()
//-------------------------------------------------------------------------
// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags.
// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
// Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
ItemSize(size, 0.0f);
// Fill horizontal space
// We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
size.x = ImMax(label_size.x, max_x - min_x);
// Text stays at the submission position, but bounding box may be extended on both sides
const ImVec2 text_min = pos;
const ImVec2 text_max(min_x + size.x, pos.y + size.y);
// Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
ImRect bb(min_x, pos.y, text_max.x, text_max.y);
if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
{
const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y;
const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L);
bb.Max.y += (spacing_y - spacing_U);
}
//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
if (span_all_columns)
{
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
}
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);
if (span_all_columns)
{
window->ClipRect.Min.x = backup_clip_rect_min_x;
window->ClipRect.Max.x = backup_clip_rect_max_x;
}
if (!item_add)
return false;
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (disabled_item && !disabled_global) // Only testing this as an optimization
BeginDisabled();
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
// which would be advantageous since most selectable are not selected.
if (span_all_columns)
{
if (g.CurrentTable)
TablePushBackgroundChannel();
else if (window->DC.CurrentColumns)
PushColumnsBackground();
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
g.LastItemData.ClipRect = window->ClipRect;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
const bool was_selected = selected;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Auto-select when moved into
// - This will be more fully fleshed in the range-select branch
// - This is not exposed as it won't nicely work with some user side handling of shift/control
// - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
// - (2) usage will fail with clipped items
// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
if (g.NavJustMovedToId == id)
selected = pressed = true;
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
g.NavDisableHighlight = true;
}
}
if (pressed)
MarkItemEdited(id);
// In this branch, Selectable() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
if (hovered || selected)
{
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
}
if (g.NavId == id)
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
if (span_all_columns)
{
if (g.CurrentTable)
TablePopBackgroundChannel();
else if (window->DC.CurrentColumns)
PopColumnsBackground();
}
RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup))
CloseCurrentPopup();
if (disabled_item && !disabled_global)
EndDisabled();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed; //-V1020
}
bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
if (Selectable(label, *p_selected, flags, size_arg))
{
*p_selected = !*p_selected;
return true;
}
return false;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Typing-Select support
//-------------------------------------------------------------------------
// [Experimental] Currently not exposed in public API.
// Consume character inputs and return search request, if any.
// This would typically only be called on the focused window or location you want to grab inputs for, e.g.
// if (ImGui::IsWindowFocused(...))
// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest())
// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1);
// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer).
ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiTypingSelectState* data = &g.TypingSelectState;
ImGuiTypingSelectRequest* out_request = &data->Request;
// Clear buffer
const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config.
const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times
if (data->SearchBuffer[0] != 0)
{
bool clear_buffer = false;
clear_buffer |= (g.NavFocusScopeId != data->FocusScope);
clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time);
clear_buffer |= g.NavAnyRequest;
clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere
clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter);
clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0;
//if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); }
if (clear_buffer)
data->Clear();
}
// Append to buffer
const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1;
int buffer_len = (int)strlen(data->SearchBuffer);
bool select_request = false;
for (ImWchar w : g.IO.InputQueueCharacters)
{
const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1);
if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks
continue;
char w_buf[5];
ImTextCharToUtf8(w_buf, (unsigned int)w);
if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0)
{
select_request = true; // Same character: don't need to append to buffer.
continue;
}
if (data->SingleCharModeLock)
{
data->Clear(); // Different character: clear
buffer_len = 0;
}
memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append
buffer_len += w_len;
select_request = true;
}
g.IO.InputQueueCharacters.resize(0);
// Handle backspace
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
{
char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
*p = 0;
buffer_len = (int)(p - data->SearchBuffer);
}
// Return request if any
if (buffer_len == 0)
return NULL;
if (select_request)
{
data->FocusScope = g.NavFocusScopeId;
data->LastRequestFrame = g.FrameCount;
data->LastRequestTime = (float)g.Time;
}
out_request->Flags = flags;
out_request->SearchBufferLen = buffer_len;
out_request->SearchBuffer = data->SearchBuffer;
out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount);
out_request->SingleCharMode = false;
out_request->SingleCharSize = 0;
// Calculate if buffer contains the same character repeated.
// - This can be used to implement a special search mode on first character.
// - Performed on UTF-8 codepoint for correctness.
// - SingleCharMode is always set for first input character, because it usually leads to a "next".
if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode)
{
const char* buf_begin = out_request->SearchBuffer;
const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen;
const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end);
const char* p = buf_begin + c0_len;
for (; p < buf_end; p += c0_len)
if (memcmp(buf_begin, p, (size_t)c0_len) != 0)
break;
const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0;
out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock);
out_request->SingleCharSize = (ImS8)c0_len;
data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode.
}
return out_request;
}
static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2)
{
int match_len = 0;
while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++))
match_len++;
return match_len;
}
// Default handler for finding a result for typing-select. You may implement your own.
// You might want to display a tooltip to visualize the current request SearchBuffer
// When SingleCharMode is set:
// - it is better to NOT display a tooltip of other on-screen display indicator.
// - the index of the currently focused item is required.
// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData.
int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
{
if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot.
return -1;
int idx = -1;
if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode))
idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx);
else
idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data);
if (idx != -1)
NavRestoreHighlightAfterMove();
return idx;
}
// Special handling when a single character is repeated: perform search on a single letter and goes to next.
int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
{
// FIXME: Assume selection user data is index. Would be extremely practical.
//if (nav_item_idx == -1)
// nav_item_idx = (int)g.NavLastValidSelectionUserData;
int first_match_idx = -1;
bool return_next_match = false;
for (int idx = 0; idx < items_count; idx++)
{
const char* item_name = get_item_name_func(user_data, idx);
if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize)
continue;
if (return_next_match) // Return next matching item after current item.
return idx;
if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value.
return idx;
if (first_match_idx == -1) // Record first match for wrapping.
first_match_idx = idx;
if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match.
return_next_match = true;
}
return first_match_idx; // First result
}
int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data)
{
int longest_match_idx = -1;
int longest_match_len = 0;
for (int idx = 0; idx < items_count; idx++)
{
const char* item_name = get_item_name_func(user_data, idx);
const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name);
if (match_len <= longest_match_len)
continue;
longest_match_idx = idx;
longest_match_len = match_len;
if (match_len == req->SearchBufferLen)
break;
}
return longest_match_idx;
}
void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
Text("SearchBuffer = \"%s\"", data->SearchBuffer);
Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock);
Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame);
#else
IM_UNUSED(data);
#endif
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Multi-Select support
//-------------------------------------------------------------------------
void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data)
{
// Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
// This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
ImGuiContext& g = *GImGui;
g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
g.NextItemData.SelectionUserData = selection_user_data;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ListBox
//-------------------------------------------------------------------------
// - BeginListBox()
// - EndListBox()
// - ListBox()
//-------------------------------------------------------------------------
// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).
bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
// Size default to hold ~7.25 items.
// Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
g.NextItemData.ClearFlags();
if (!IsRectVisible(bb.Min, bb.Max))
{
ItemSize(bb.GetSize(), style.FramePadding.y);
ItemAdd(bb, 0, &frame_bb);
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
// FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well.
BeginGroup();
if (label_size.x > 0.0f)
{
ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
RenderText(label_pos, label);
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
AlignTextToFramePadding();
}
BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle);
return true;
}
void ImGui::EndListBox()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
IM_UNUSED(window);
EndChild();
EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
}
bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
{
const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
return value_changed;
}
// This is merely a helper around BeginListBox(), EndListBox().
// Considering using those directly to submit custom data or store selection differently.
bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items)
{
ImGuiContext& g = *GImGui;
// Calculate size from "height_in_items"
if (height_in_items < 0)
height_in_items = ImMin(items_count, 7);
float height_in_items_f = height_in_items + 0.25f;
ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
if (!BeginListBox(label, size))
return false;
// Assume all items have even height (= 1 line of text). If you need items of different height,
// you can create a custom version of ListBox() in your code without using the clipper.
bool value_changed = false;
ImGuiListClipper clipper;
clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
clipper.IncludeItemByIndex(*current_item);
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
{
const char* item_text = getter(user_data, i);
if (item_text == NULL)
item_text = "*Unknown item*";
PushID(i);
const bool item_selected = (i == *current_item);
if (Selectable(item_text, item_selected))
{
*current_item = i;
value_changed = true;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
EndListBox();
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: PlotLines, PlotHistogram
//-------------------------------------------------------------------------
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
// Plot/Graph widgets are not very good.
// Consider writing your own, or using a third-party one, see:
// - ImPlot https://github.com/epezent/implot
// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
//-------------------------------------------------------------------------
int ImGui::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, const ImVec2& size_arg)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return -1;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0, &frame_bb))
return -1;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
// Determine scale from values if not specified
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
{
float v_min = FLT_MAX;
float v_max = -FLT_MAX;
for (int i = 0; i < values_count; i++)
{
const float v = values_getter(data, i);
if (v != v) // Ignore NaN values
continue;
v_min = ImMin(v_min, v);
v_max = ImMax(v_max, v);
}
if (scale_min == FLT_MAX)
scale_min = v_min;
if (scale_max == FLT_MAX)
scale_max = v_max;
}
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
int idx_hovered = -1;
if (values_count >= values_count_min)
{
int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
// Tooltip on hover
if (hovered && inner_bb.Contains(g.IO.MousePos))
{
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
const int v_idx = (int)(t * item_count);
IM_ASSERT(v_idx >= 0 && v_idx < values_count);
const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
if (plot_type == ImGuiPlotType_Lines)
SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);
else if (plot_type == ImGuiPlotType_Histogram)
SetTooltip("%d: %8.4g", v_idx, v0);
idx_hovered = v_idx;
}
const float t_step = 1.0f / (float)res_w;
const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
float v0 = values_getter(data, (0 + values_offset) % values_count);
float t0 = 0.0f;
ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
for (int n = 0; n < res_w; n++)
{
const float t1 = t0 + t_step;
const int v1_idx = (int)(t0 * item_count + 0.5f);
IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
// NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
if (plot_type == ImGuiPlotType_Lines)
{
window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
}
else if (plot_type == ImGuiPlotType_Histogram)
{
if (pos1.x >= pos0.x + 2.0f)
pos1.x -= 1.0f;
window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
}
t0 = t1;
tp0 = tp1;
}
}
// Text overlay
if (overlay_text)
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
// Return hovered index or -1 if none are hovered.
// This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
return idx_hovered;
}
struct ImGuiPlotArrayGetterData
{
const float* Values;
int Stride;
ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
};
static float Plot_ArrayGetter(void* data, int idx)
{
ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
return v;
}
void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
{
ImGuiPlotArrayGetterData data(values, stride);
PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotLines(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)
{
PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
{
ImGuiPlotArrayGetterData data(values, stride);
PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotHistogram(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)
{
PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Value helpers
// Those is not very useful, legacy API.
//-------------------------------------------------------------------------
// - Value()
//-------------------------------------------------------------------------
void ImGui::Value(const char* prefix, bool b)
{
Text("%s: %s", prefix, (b ? "true" : "false"));
}
void ImGui::Value(const char* prefix, int v)
{
Text("%s: %d", prefix, v);
}
void ImGui::Value(const char* prefix, unsigned int v)
{
Text("%s: %d", prefix, v);
}
void ImGui::Value(const char* prefix, float v, const char* float_format)
{
if (float_format)
{
char fmt[64];
ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
Text(fmt, prefix, v);
}
else
{
Text("%s: %.3f", prefix, v);
}
}
//-------------------------------------------------------------------------
// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
//-------------------------------------------------------------------------
// - ImGuiMenuColumns [Internal]
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItemEx() [Internal]
// - MenuItem()
//-------------------------------------------------------------------------
// Helpers for internal use
void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)
{
if (window_reappearing)
memset(Widths, 0, sizeof(Widths));
Spacing = (ImU16)spacing;
CalcNextTotalWidth(true);
memset(Widths, 0, sizeof(Widths));
TotalWidth = NextTotalWidth;
NextTotalWidth = 0;
}
void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)
{
ImU16 offset = 0;
bool want_spacing = false;
for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)
{
ImU16 width = Widths[i];
if (want_spacing && width > 0)
offset += Spacing;
want_spacing |= (width > 0);
if (update_offsets)
{
if (i == 1) { OffsetLabel = offset; }
if (i == 2) { OffsetShortcut = offset; }
if (i == 3) { OffsetMark = offset; }
}
offset += width;
}
NextTotalWidth = offset;
}
float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)
{
Widths[0] = ImMax(Widths[0], (ImU16)w_icon);
Widths[1] = ImMax(Widths[1], (ImU16)w_label);
Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);
Widths[3] = ImMax(Widths[3], (ImU16)w_mark);
CalcNextTotalWidth(false);
return (float)ImMax(TotalWidth, NextTotalWidth);
}
// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
bool ImGui::BeginMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
return false;
IM_ASSERT(!window->DC.MenuBarAppending);
BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
PushID("##menubar");
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
// We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.IsSameLine = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
}
void ImGui::EndMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
{
// Try to find out if the request is for one of our child menu
ImGuiWindow* nav_earliest_child = g.NavWindow;
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
nav_earliest_child = nav_earliest_child->ParentWindow;
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
}
}
IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
// FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here.
ImGuiGroupData& group_data = g.GroupStack.back();
group_data.EmitItem = false;
ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos;
window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent.
EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.IsSameLine = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.MenuBarAppending = false;
window->DC.CursorMaxPos = restore_cursor_max_pos;
}
// Important: calling order matters!
// FIXME: Somehow overlapping with docking tech.
// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)
bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)
{
IM_ASSERT(dir != ImGuiDir_None);
ImGuiWindow* bar_window = FindWindowByName(name);
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
if (bar_window == NULL || bar_window->BeginCount == 0)
{
// Calculate and set window size/position
ImRect avail_rect = viewport->GetBuildWorkRect();
ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
ImVec2 pos = avail_rect.Min;
if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
pos[axis] = avail_rect.Max[axis] - axis_size;
ImVec2 size = avail_rect.GetSize();
size[axis] = axis_size;
SetNextWindowPos(pos);
SetNextWindowSize(size);
// Report our size into work area (for next frame) using actual window size
if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
viewport->BuildWorkOffsetMin[axis] += axis_size;
else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
viewport->BuildWorkOffsetMax[axis] -= axis_size;
}
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
bool is_open = Begin(name, NULL, window_flags);
PopStyleVar(2);
return is_open;
}
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
// Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change
SetCurrentViewport(NULL, viewport);
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
// FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
// FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
float height = GetFrameHeight();
bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (is_open)
BeginMenuBar();
else
End();
return is_open;
}
void ImGui::EndMainMenuBar()
{
EndMenuBar();
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
// FIXME: With this strategy we won't be able to restore a NULL focus.
ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);
End();
}
static bool IsRootOfOpenMenuSet()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))
return false;
// Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others
// (e.g. inside menu bar vs loose menu items) based on parent ID.
// This would however prevent the use of e.g. PushID() user code submitting menus.
// Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
// making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
// Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
// doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.
// In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.
// This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still
// open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart
// it likely won't be a problem anyone runs into.
const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
return false;
return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false);
}
bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
// The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
window_flags |= ImGuiWindowFlags_ChildWindow;
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
// If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
if (g.MenusIdSubmittedThisFrame.contains(id))
{
if (menu_is_open)
menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
else
g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
return menu_is_open;
}
// Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
g.MenusIdSubmittedThisFrame.push_back(id);
ImVec2 label_size = CalcTextSize(label, NULL, true);
// Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
// This is only done for items for the menu set and not the full parent window.
const bool menuset_is_open = IsRootOfOpenMenuSet();
if (menuset_is_open)
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
PushID(label);
if (!enabled)
BeginDisabled();
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
bool pressed;
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x;
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
RenderText(text_pos, label);
PopStyleVar();
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a regular/vertical menu
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
RenderText(text_pos, label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
}
if (!enabled)
EndDisabled();
const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
if (menuset_is_open)
PopItemFlag();
bool want_open = false;
bool want_open_nav_init = false;
bool want_close = false;
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_toward_child_menu = false;
ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL)
{
const float ref_unit = g.FontSize; // FIXME-DPI
const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
const ImRect next_window_rect = child_menu_window->Rect();
ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack.
ta.x += child_dir * -0.5f;
tb.x += child_dir * ref_unit;
tc.x += child_dir * ref_unit;
tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus
tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f);
moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
// The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
// But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
// (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0)
want_close = true;
// Open
// (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test)
if (!menu_is_open && pressed) // Click/activate to open
want_open = true;
else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open
want_open = true;
else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback)
want_open = true;
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = want_open_nav_init = true;
NavMoveRequestCancel();
NavRestoreHighlightAfterMove();
}
}
else
{
// Menu bar
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
{
want_close = true;
want_open = menu_is_open = false;
}
else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
{
want_open = true;
}
else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
{
want_open = true;
NavMoveRequestCancel();
}
}
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true;
if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
ClosePopupToLevel(g.BeginPopupStack.Size, true);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
PopID();
if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
OpenPopup(label);
}
else if (want_open)
{
menu_is_open = true;
OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
}
if (menu_is_open)
{
ImGuiLastItemData last_item_in_parent = g.LastItemData;
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
PopStyleVar();
if (menu_is_open)
{
// Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
// Perform an init request in the case the popup was already open (via a previous mouse hover)
if (want_open && want_open_nav_init && !g.NavInitRequest)
{
FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
NavInitWindow(g.CurrentWindow, false);
}
// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
g.LastItemData = last_item_in_parent;
if (g.HoveredWindow == window)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
}
}
else
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
}
return menu_is_open;
}
bool ImGui::BeginMenu(const char* label, bool enabled)
{
return BeginMenuEx(label, NULL, enabled);
}
void ImGui::EndMenu()
{
// Nav: When a left move request our menu failed, close ourselves.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert.
if (window->BeginCount == window->BeginCountPreviousFrame)
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
NavMoveRequestCancel();
}
EndPopup();
}
bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true);
// See BeginMenuEx() for comments about this.
const bool menuset_is_open = IsRootOfOpenMenuSet();
if (menuset_is_open)
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
bool pressed;
PushID(label);
if (!enabled)
BeginDisabled();
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
float w = label_size.x;
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
PopStyleVar();
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
RenderText(text_pos, label);
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu item inside a vertical menu
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
{
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
if (shortcut_w > 0.0f)
{
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
}
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
if (!enabled)
EndDisabled();
PopID();
if (menuset_is_open)
PopItemFlag();
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
{
return MenuItemEx(label, NULL, shortcut, selected, enabled);
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
return true;
}
return false;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
//-------------------------------------------------------------------------
// - BeginTabBar()
// - BeginTabBarEx() [Internal]
// - EndTabBar()
// - TabBarLayout() [Internal]
// - TabBarCalcTabID() [Internal]
// - TabBarCalcMaxTabWidth() [Internal]
// - TabBarFindTabById() [Internal]
// - TabBarFindTabByOrder() [Internal]
// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal]
// - TabBarGetCurrentTab() [Internal]
// - TabBarGetTabName() [Internal]
// - TabBarAddTab() [Internal]
// - TabBarRemoveTab() [Internal]
// - TabBarCloseTab() [Internal]
// - TabBarScrollClamp() [Internal]
// - TabBarScrollToTab() [Internal]
// - TabBarQueueFocus() [Internal]
// - TabBarQueueReorder() [Internal]
// - TabBarProcessReorderFromMousePos() [Internal]
// - TabBarProcessReorder() [Internal]
// - TabBarScrollingButtons() [Internal]
// - TabBarTabListPopupButton() [Internal]
//-------------------------------------------------------------------------
struct ImGuiTabBarSection
{
int TabCount; // Number of tabs in this section.
float Width; // Sum of width of tabs in this section (after shrinking down)
float Spacing; // Horizontal spacing at the end of the section.
ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
};
namespace ImGui
{
static void TabBarLayout(ImGuiTabBar* tab_bar);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
}
ImGuiTabBar::ImGuiTabBar()
{
memset(this, 0, sizeof(*this));
CurrFrameVisible = PrevFrameVisible = -1;
LastTabItemIdx = -1;
}
static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)
{
return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
}
static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
{
const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
const int a_section = TabItemGetSectionIdx(a);
const int b_section = TabItemGetSectionIdx(b);
if (a_section != b_section)
return a_section - b_section;
return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
}
static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)
{
const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
return (int)(a->BeginOrder - b->BeginOrder);
}
static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)
{
ImGuiContext& g = *GImGui;
return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);
}
static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
if (g.TabBars.Contains(tab_bar))
return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));
return ImGuiPtrOrIndex(tab_bar);
}
bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
ImGuiID id = window->GetID(str_id);
ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
tab_bar->ID = id;
tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);
}
bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
IM_ASSERT(tab_bar->ID != 0);
if ((flags & ImGuiTabBarFlags_DockNode) == 0)
PushOverrideID(tab_bar->ID);
// Add to stack
g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
g.CurrentTabBar = tab_bar;
// Append with multiple BeginTabBar()/EndTabBar() pairs.
tab_bar->BackupCursorPos = window->DC.CursorPos;
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
tab_bar->BeginCount++;
return true;
}
// Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
tab_bar->TabsAddedNew = false;
// Flags
if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
tab_bar->Flags = flags;
tab_bar->BarRect = tab_bar_bb;
tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
tab_bar->CurrFrameVisible = g.FrameCount;
tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
tab_bar->CurrTabsContentsHeight = 0.0f;
tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
tab_bar->FramePadding = g.Style.FramePadding;
tab_bar->TabsActiveCount = 0;
tab_bar->LastTabItemIdx = -1;
tab_bar->BeginCount = 1;
// Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
// Draw separator
// (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable)
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
if (g.Style.TabBarBorderSize > 0.0f)
{
const float y = tab_bar->BarRect.Max.y;
window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col);
}
return true;
}
void ImGui::EndTabBar()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
return;
}
// Fallback in case no TabItem have been submitted
if (tab_bar->WantLayout)
TabBarLayout(tab_bar);
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
{
tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
}
else
{
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
}
if (tab_bar->BeginCount > 1)
window->DC.CursorPos = tab_bar->BackupCursorPos;
tab_bar->LastTabItemIdx = -1;
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID();
g.CurrentTabBarStack.pop_back();
g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
}
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)
{
return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
}
// This is called only once a frame before by the first call to ItemTab()
// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
tab_bar->WantLayout = false;
// Garbage collect by compacting list
// Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
int tab_dst_n = 0;
bool need_sort_by_section = false;
ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
{
// Remove tab
if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }
if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }
if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }
continue;
}
if (tab_dst_n != tab_src_n)
tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
tab = &tab_bar->Tabs[tab_dst_n];
tab->IndexDuringLayout = (ImS16)tab_dst_n;
// We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
int curr_tab_section_n = TabItemGetSectionIdx(tab);
if (tab_dst_n > 0)
{
ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);
if (curr_tab_section_n == 0 && prev_tab_section_n != 0)
need_sort_by_section = true;
if (prev_tab_section_n == 2 && curr_tab_section_n != 2)
need_sort_by_section = true;
}
sections[curr_tab_section_n].TabCount++;
tab_dst_n++;
}
if (tab_bar->Tabs.Size != tab_dst_n)
tab_bar->Tabs.resize(tab_dst_n);
if (need_sort_by_section)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
// Calculate spacing between sections
sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
// Setup next selected tab
ImGuiID scroll_to_tab_id = 0;
if (tab_bar->NextSelectedTabId)
{
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
tab_bar->NextSelectedTabId = 0;
scroll_to_tab_id = tab_bar->SelectedTabId;
}
// Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
if (tab_bar->ReorderRequestTabId != 0)
{
if (TabBarProcessReorder(tab_bar))
if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)
scroll_to_tab_id = tab_bar->ReorderRequestTabId;
tab_bar->ReorderRequestTabId = 0;
}
// Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
if (tab_list_popup_button)
if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
// (whereas our tabs are stored as: leading, central, trailing)
int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
// Compute ideal tabs widths + store them into shrink buffer
ImGuiTabItem* most_recently_selected_tab = NULL;
int curr_section_n = -1;
bool found_selected_tab_id = false;
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))
most_recently_selected_tab = tab;
if (tab->ID == tab_bar->SelectedTabId)
found_selected_tab_id = true;
if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
scroll_to_tab_id = tab->ID;
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
const char* tab_name = TabBarGetTabName(tab_bar, tab);
const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
int section_n = TabItemGetSectionIdx(tab);
ImGuiTabBarSection* section = §ions[section_n];
section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
curr_section_n = section_n;
// Store data so we can build an array sorted by width if we need to shrink tabs down
IM_MSVC_WARNING_SUPPRESS(6385);
ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];
shrink_width_item->Index = tab_n;
shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;
tab->Width = ImMax(tab->ContentWidth, 1.0f);
}
// Compute total ideal width (used for e.g. auto-resizing a window)
tab_bar->WidthAllTabsIdeal = 0.0f;
for (int section_n = 0; section_n < 3; section_n++)
tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
// Horizontal scrolling buttons
// (note that TabBarScrollButtons() will alter BarRect.Max.x)
if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
{
scroll_to_tab_id = scroll_and_select_tab->ID;
if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
tab_bar->SelectedTabId = scroll_to_tab_id;
}
// Shrink widths if full tabs don't fit in their allocated space
float section_0_w = sections[0].Width + sections[0].Spacing;
float section_1_w = sections[1].Width + sections[1].Spacing;
float section_2_w = sections[2].Width + sections[2].Spacing;
bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
float width_excess;
if (central_section_is_visible)
width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section
else
width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
// With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
{
int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);
// Apply shrunk values into tabs and sections
for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width);
if (shrinked_width < 0.0f)
continue;
shrinked_width = ImMax(1.0f, shrinked_width);
int section_n = TabItemGetSectionIdx(tab);
sections[section_n].Width -= (tab->Width - shrinked_width);
tab->Width = shrinked_width;
}
}
// Layout all active tabs
int section_tab_index = 0;
float tab_offset = 0.0f;
tab_bar->WidthAllTabs = 0.0f;
for (int section_n = 0; section_n < 3; section_n++)
{
ImGuiTabBarSection* section = §ions[section_n];
if (section_n == 2)
tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
tab->Offset = tab_offset;
tab->NameOffset = -1;
tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
}
tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
tab_offset += section->Spacing;
section_tab_index += section->TabCount;
}
// Clear name buffers
tab_bar->TabsNames.Buf.resize(0);
// If we have lost the selected tab, select the next most recently active one
if (found_selected_tab_id == false)
tab_bar->SelectedTabId = 0;
if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
// Lock in visible tab
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// CTRL+TAB can override visible tab temporarily
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
// Apply request requests
if (scroll_to_tab_id != 0)
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
{
const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
{
const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
}
SetKeyOwner(wheel_key, tab_bar->ID);
}
// Update scrolling
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
{
// Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
// Teleport if we are aiming far off the visible line
tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);
tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);
const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);
tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);
}
else
{
tab_bar->ScrollingSpeed = 0.0f;
}
tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
// Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
ImGuiWindow* window = g.CurrentWindow;
window->DC.CursorPos = tab_bar->BarRect.Min;
ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
}
// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
{
if (docked_window != NULL)
{
IM_UNUSED(tab_bar);
IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
ImGuiID id = docked_window->TabId;
KeepAliveID(id);
return id;
}
else
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->GetID(label);
}
}
static float ImGui::TabBarCalcMaxTabWidth()
{
ImGuiContext& g = *GImGui;
return g.FontSize * 20.0f;
}
ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)
{
if (tab_id != 0)
for (int n = 0; n < tab_bar->Tabs.Size; n++)
if (tab_bar->Tabs[n].ID == tab_id)
return &tab_bar->Tabs[n];
return NULL;
}
// Order = visible order, not submission order! (which is tab->BeginOrder)
ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)
{
if (order < 0 || order >= tab_bar->Tabs.Size)
return NULL;
return &tab_bar->Tabs[order];
}
// FIXME: See references to #2304 in TODO.txt
ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar)
{
ImGuiTabItem* most_recently_selected_tab = NULL;
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
if (tab->Window && tab->Window->WasActive)
most_recently_selected_tab = tab;
}
return most_recently_selected_tab;
}
ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
{
if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
return NULL;
return &tab_bar->Tabs[tab_bar->LastTabItemIdx];
}
const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
if (tab->Window)
return tab->Window->Name;
if (tab->NameOffset == -1)
return "N/A";
IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
}
// The purpose of this call is to register tab in advance so we can control their order at the time they appear.
// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function.
void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL);
IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame)
if (!window->HasCloseButton)
tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation.
ImGuiTabItem new_tab;
new_tab.ID = window->TabId;
new_tab.Flags = tab_flags;
new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab
if (new_tab.LastFrameVisible == -1)
new_tab.LastFrameVisible = g.FrameCount - 1;
new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission
tab_bar->Tabs.push_back(new_tab);
}
// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
{
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
tab_bar->Tabs.erase(tab);
if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
}
// Called on manual closure attempt
void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
if (tab->Flags & ImGuiTabItemFlags_Button)
return; // A button appended with TabItemButton().
if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0)
{
// This will remove a frame of lag for selecting another tab on closure.
// However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
tab->WantClose = true;
if (tab_bar->VisibleTabId == tab->ID)
{
tab->LastFrameVisible = -1;
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
}
}
else
{
// Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
if (tab_bar->VisibleTabId != tab->ID)
TabBarQueueFocus(tab_bar, tab);
}
}
static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
{
scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());
return ImMax(scrolling, 0.0f);
}
// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)
{
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);
if (tab == NULL)
return;
if (tab->Flags & ImGuiTabItemFlags_SectionMask_)
return;
ImGuiContext& g = *GImGui;
float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
int order = TabBarGetTabOrder(tab_bar, tab);
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
// We make all tabs positions all relative Sections[0].Width to make code simpler
float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
{
// Scroll to the left
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
tab_bar->ScrollingTarget = tab_x1;
}
else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
{
// Scroll to the right
tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
}
}
void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
tab_bar->NextSelectedTabId = tab->ID;
}
void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)
{
IM_ASSERT(offset != 0);
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
tab_bar->ReorderRequestTabId = tab->ID;
tab_bar->ReorderRequestOffset = (ImS16)offset;
}
void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)
return;
const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);
// Count number of contiguous tabs we are crossing over
const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;
const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);
int dst_idx = src_idx;
for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)
{
// Reordered tabs must share the same section
const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];
if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)
break;
if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))
break;
dst_idx = i;
// Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.
const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;
const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;
//GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));
if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))
break;
}
if (dst_idx != src_idx)
TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);
}
bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
{
ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
return false;
//IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;
if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
return false;
// Reordered tabs must share the same section
// (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)
ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
return false;
if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))
return false;
ImGuiTabItem item_tmp = *tab1;
ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;
ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;
const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;
memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));
*tab2 = item_tmp;
if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
MarkIniSettingsDirty();
return true;
}
static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
//window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
int select_dir = 0;
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
arrow_col.w *= 0.5f;
PushStyleColor(ImGuiCol_Text, arrow_col);
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
const float backup_repeat_delay = g.IO.KeyRepeatDelay;
const float backup_repeat_rate = g.IO.KeyRepeatRate;
g.IO.KeyRepeatDelay = 0.250f;
g.IO.KeyRepeatRate = 0.200f;
float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);
window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);
if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
select_dir = -1;
window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);
if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
select_dir = +1;
PopStyleColor(2);
g.IO.KeyRepeatRate = backup_repeat_rate;
g.IO.KeyRepeatDelay = backup_repeat_delay;
ImGuiTabItem* tab_to_scroll_to = NULL;
if (select_dir != 0)
if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
{
int selected_order = TabBarGetTabOrder(tab_bar, tab_item);
int target_order = selected_order + select_dir;
// Skip tab item buttons until another tab item is found or end is reached
while (tab_to_scroll_to == NULL)
{
// If we are at the end of the list, still scroll to make our tab visible
tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];
// Cross through buttons
// (even if first/last item is a button, return it so we can update the scroll)
if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)
{
target_order += select_dir;
selected_order += select_dir;
tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;
}
}
}
window->DC.CursorPos = backup_cursor_pos;
tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
return tab_to_scroll_to;
}
static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// We use g.Style.FramePadding.y to match the square ArrowButton size
const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
tab_bar->BarRect.Min.x += tab_list_popup_button_width;
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
arrow_col.w *= 0.5f;
PushStyleColor(ImGuiCol_Text, arrow_col);
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);
PopStyleColor(2);
ImGuiTabItem* tab_to_select = NULL;
if (open)
{
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
if (tab->Flags & ImGuiTabItemFlags_Button)
continue;
const char* tab_name = TabBarGetTabName(tab_bar, tab);
if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
tab_to_select = tab;
}
EndCombo();
}
window->DC.CursorPos = backup_cursor_pos;
return tab_to_select;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
//-------------------------------------------------------------------------
// - BeginTabItem()
// - EndTabItem()
// - TabItemButton()
// - TabItemEx() [Internal]
// - SetTabItemClosed()
// - TabItemCalcSize() [Internal]
// - TabItemBackground() [Internal]
// - TabItemLabelAndCloseButton() [Internal]
//-------------------------------------------------------------------------
bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
return false;
}
IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
}
return ret;
}
void ImGui::EndTabItem()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
return;
}
IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
PopID();
}
bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
return false;
}
return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
}
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
{
// Layout whole tab bar if not already done
ImGuiContext& g = *GImGui;
if (tab_bar->WantLayout)
{
ImGuiNextItemData backup_next_item_data = g.NextItemData;
TabBarLayout(tab_bar);
g.NextItemData = backup_next_item_data;
}
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
// If the user called us with *p_open == false, we early out and don't render.
// We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if (p_open && !*p_open)
{
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
return false;
}
IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));
IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing
// Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)
if (flags & ImGuiTabItemFlags_NoCloseButton)
p_open = NULL;
else if (p_open == NULL)
flags |= ImGuiTabItemFlags_NoCloseButton;
// Acquire tab data
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
bool tab_is_new = false;
if (tab == NULL)
{
tab_bar->Tabs.push_back(ImGuiTabItem());
tab = &tab_bar->Tabs.back();
tab->ID = id;
tab_bar->TabsAddedNew = tab_is_new = true;
}
tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
// Calculate tab contents size
ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
tab->RequestedWidth = -1.0f;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
size.x = tab->RequestedWidth = g.NextItemData.Width;
if (tab_is_new)
tab->Width = ImMax(1.0f, size.x);
tab->ContentWidth = size.x;
tab->BeginOrder = tab_bar->TabsActiveCount++;
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
tab->Window = docked_window;
// Append name _WITH_ the zero-terminator
// (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
if (docked_window != NULL)
{
IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
tab->NameOffset = -1;
}
else
{
tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
}
// Update selected tab
if (!is_tab_button)
{
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
TabBarQueueFocus(tab_bar, tab); // New tabs gets activated
if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar
TabBarQueueFocus(tab_bar, tab);
}
// Lock visibility
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
if (tab_contents_visible)
tab_bar->VisibleTabWasSubmitted = true;
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL)
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true;
// Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
if (is_tab_button)
return false;
return tab_contents_visible;
}
if (tab_bar->SelectedTabId == id)
tab->LastFrameSelected = g.FrameCount;
// Backup current layout position
const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
// Layout
const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
size.x = tab->Width;
if (is_central_section)
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
else
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
ImVec2 pos = window->DC.CursorPos;
ImRect bb(pos, pos + size);
// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
ItemSize(bb.GetSize(), style.FramePadding.y);
window->DC.CursorMaxPos = backup_cursor_max_pos;
if (!ItemAdd(bb, id))
{
if (want_clip_rect)
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
return tab_contents_visible;
}
// Click to Select a tab
ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (pressed && !is_tab_button)
TabBarQueueFocus(tab_bar, tab);
// Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow()
// will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id.
if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated)
g.ActiveIdWindow = docked_window;
// Drag and drop a single floating window node moves it
ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
{
// Move
StartMouseMovingWindow(docked_window);
}
else if (held && !tab_appearing && IsMouseDragging(0))
{
// Drag and drop: re-order tabs
int drag_dir = 0;
float drag_distance_from_edge_x = 0.0f;
if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL)))
{
// While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
{
drag_dir = -1;
drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x;
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
{
drag_dir = +1;
drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x;
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
}
// Extract a Dockable window out of it's tab bar
const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking);
if (can_undock)
{
// We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar
bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id);
if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift)
{
float threshold_base = g.FontSize;
float threshold_x = (threshold_base * 2.2f);
float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f);
//GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG]
float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y);
if (distance_from_edge_y >= threshold_y)
undocking_tab = true;
if (drag_distance_from_edge_x > threshold_x)
if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1))
undocking_tab = true;
}
if (undocking_tab)
{
// Undock
// FIXME: refactor to share more code with e.g. StartMouseMovingWindow
DockContextQueueUndockWindow(&g, docked_window);
g.MovingWindow = docked_window;
SetActiveID(g.MovingWindow->MoveId, g.MovingWindow);
g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingAllKeyboardKeys();
}
}
}
#if 0
if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
{
// Enlarge tab display when hovering
bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
display_draw_list = GetForegroundDrawList(window);
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
}
#endif
// Render tab shape
ImDrawList* display_draw_list = window->DrawList;
const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));
TabItemBackground(display_draw_list, bb, flags, tab_col);
RenderNavHighlight(bb, id);
// Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)
TabBarQueueFocus(tab_bar, tab);
if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
// Render tab label, process close button
const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0;
bool just_closed;
bool text_clipped;
TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
if (just_closed && p_open != NULL)
{
*p_open = false;
TabBarCloseTab(tab_bar, tab);
}
// Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
// That state is copied to window->DockTabItemStatusFlags by our caller.
if (docked_window && (hovered || g.HoveredId == close_button_id))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
// Restore main window position so user can draw there
if (want_clip_rect)
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
// Tooltip
// (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
// (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
// FIXME: This is a mess.
// FIXME: We may want disabled tab to still display the tooltip?
if (text_clipped && g.HoveredId == id && !held)
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
if (is_tab_button)
return pressed;
return tab_contents_visible;
}
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().
// Tabs closed by the close button will automatically be flagged to avoid this issue.
void ImGui::SetTabItemClosed(const char* label)
{
ImGuiContext& g = *GImGui;
bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
if (is_within_manual_tab_bar)
{
ImGuiTabBar* tab_bar = g.CurrentTabBar;
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
tab->WantClose = true; // Will be processed by next call to TabBarLayout()
}
else if (ImGuiWindow* window = FindWindowByName(label))
{
if (window->DockIsActive)
if (ImGuiDockNode* node = window->DockNode)
{
ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window);
TabBarRemoveTab(node->TabBar, tab_id);
window->DockTabWantClose = true;
}
}
}
ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
if (has_close_button_or_unsaved_marker)
size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
else
size.x += g.Style.FramePadding.x + 1.0f;
return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
}
ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window)
{
return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument));
}
void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
{
// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
ImGuiContext& g = *GImGui;
const float width = bb.GetWidth();
IM_UNUSED(flags);
IM_ASSERT(width > 0.0f);
const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
const float y1 = bb.Min.y + 1.0f;
const float y2 = bb.Max.y - g.Style.TabBarBorderSize;
draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
draw_list->PathFillConvex(col);
if (g.Style.TabBorderSize > 0.0f)
{
draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
}
}
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
if (out_just_closed)
*out_just_closed = false;
if (out_text_clipped)
*out_text_clipped = false;
if (bb.GetWidth() <= 1.0f)
return;
// In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
// But right now if you want to alter text color of tabs this is what you need to do.
#if 0
const float backup_alpha = g.Style.Alpha;
if (!is_contents_visible)
g.Style.Alpha *= 0.7f;
#endif
// Render text label (with clipping + alpha gradient) + unsaved marker
ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
// Return clipped state ignoring the close button
if (out_text_clipped)
{
*out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;
//draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
}
const float button_sz = g.FontSize;
const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);
// Close Button & Unsaved Marker
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
// 'hovered' will be true when hovering the Tab but NOT when hovering the close button
// 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
// 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
bool close_button_pressed = false;
bool close_button_visible = false;
if (close_button_id != 0)
if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))
if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)
close_button_visible = true;
bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);
if (close_button_visible)
{
ImGuiLastItemData last_item_backup = g.LastItemData;
if (CloseButton(close_button_id, button_pos))
close_button_pressed = true;
g.LastItemData = last_item_backup;
// Close with middle mouse button
if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
close_button_pressed = true;
}
else if (unsaved_marker_visible)
{
const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
}
// This is all rather complicated
// (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)
// FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..
float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
if (close_button_visible || unsaved_marker_visible)
{
text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f);
text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f;
ellipsis_max_x = text_pixel_clip_bb.Max.x;
}
RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
#if 0
if (!is_contents_visible)
g.Style.Alpha = backup_alpha;
#endif
if (out_just_closed)
*out_just_closed = close_button_pressed;
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui.h | // dear imgui, v1.90.8
// (headers)
// Help:
// - See links below.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
// For first-time users having issues compiling/linking/running/loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.8"
#define IMGUI_VERSION_NUM 19080
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers: Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
#pragma once
// Configuration file with compile-time options
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif
#include "imconfig.h"
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// [SECTION] Header mess
//-----------------------------------------------------------------------------
// Includes
#include <float.h> // FLT_MIN, FLT_MAX
#include <stdarg.h> // va_list, va_start, va_end
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUI_IMPL_API
#define IMGUI_IMPL_API IMGUI_API
#endif
// Helper Macros
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
#define IM_MSVC_RUNTIME_CHECKS_OFF
#define IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Warnings
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations and basic types
//-----------------------------------------------------------------------------
// Scalar data types
typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
typedef signed char ImS8; // 8-bit signed integer
typedef unsigned char ImU8; // 8-bit unsigned integer
typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Forward declarations
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
#ifndef ImTextureID
typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
#endif
// Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
};
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4
{
float x, y, z, w;
constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
#ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
#endif
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
//-----------------------------------------------------------------------------
namespace ImGui
{
// Context creation and access
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Main
IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
// - Note that the bottom of window stack always contains a window called "Debug".
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
IMGUI_API void End();
// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
// Consider updating your old code:
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
// == 0.0f: use remaining parent window size for this axis.
// > 0.0f: use specified size for this axis.
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
IMGUI_API void EndChild();
// Windows Utilities
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
IMGUI_API bool IsWindowAppearing();
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API void PopFont();
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopTabStop();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
// Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
IMGUI_API void PopItemWidth();
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
// Style read access
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
// Layout cursor positioning
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
// - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
IMGUI_API float GetCursorPosX(); // [window-local] "
IMGUI_API float GetCursorPosY(); // [window-local] "
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
// Other layout functions
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
IMGUI_API void PopID(); // pop from the ID stack.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets: Text
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
IMGUI_API bool TreeNode(const char* label);
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_API void TreePush(const void* ptr_id); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopID()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
// Widgets: Value() Helpers.
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
// - 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.
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
// - Tooltips are windows following the mouse. They do not take focus away.
// - A tooltip window can contain items of any types.
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Tooltips: helpers for showing a tooltip when hovering an item
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
// This is sometimes leading to confusing mistakes. May rework this in the future.
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
// Popups: open/close functions
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
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 OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
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.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. 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: 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.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Tables
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
// - Summary of possible call flow:
// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// - 5. Call EndTable()
IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu.
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
// Tab Bars, Tabs
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// About dockspaces:
// - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
IMGUI_API ImGuiID GetWindowDockID();
IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Drag and Drop
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled();
// Clipping
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect();
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
// 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.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
IMGUI_API bool IsAnyItemActive(); // is any item active?
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
// Text Utilities
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
// Color Utilities
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
IMGUI_API void DebugTextEncoding(const char* text);
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
IMGUI_API void DebugStartItemPicker();
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
} // namespace ImGui
//-----------------------------------------------------------------------------
// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
enum ImGuiWindowFlags_
{
ImGuiWindowFlags_None = 0,
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
#endif
};
// Flags for ImGui::BeginChild()
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
// About using AutoResizeX/AutoResizeY flags:
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
enum ImGuiChildFlags_
{
ImGuiChildFlags_None = 0,
ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
};
// Flags for ImGui::InputText()
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
enum ImGuiInputTextFlags_
{
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
// Inputs
ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
// Other options
ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
// Callback features
ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
// Flags for ImGui::BeginCombo()
enum ImGuiComboFlags_
{
ImGuiComboFlags_None = 0,
ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
};
// Flags for ImGui::BeginTabBar()
enum ImGuiTabBarFlags_
{
ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
};
// Flags for ImGui::BeginTabItem()
enum ImGuiTabItemFlags_
{
ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
};
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
enum ImGuiHoveredFlags_
{
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
// Tooltips mode
// - typically used in IsItemHovered() + SetTooltip() sequence.
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
// (Advanced) Mouse Hovering delays.
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
// - use those if you need specific overrides.
ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
enum ImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
#endif
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enum ImGuiDragDropFlags_
{
ImGuiDragDropFlags_None = 0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
// AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
};
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
// A primary data type
enum ImGuiDataType_
{
ImGuiDataType_S8, // signed char / char (with sensible compilers)
ImGuiDataType_U8, // unsigned char
ImGuiDataType_S16, // short
ImGuiDataType_U16, // unsigned short
ImGuiDataType_S32, // int
ImGuiDataType_U32, // unsigned int
ImGuiDataType_S64, // long long / __int64
ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_COUNT
};
// A cardinal direction
enum ImGuiDir : int
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT
};
// A sorting direction
enum ImGuiSortDirection : ImU8
{
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#endif
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum ImGuiKey : int
{
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
ImGuiKey_Apostrophe, // '
ImGuiKey_Comma, // ,
ImGuiKey_Minus, // -
ImGuiKey_Period, // .
ImGuiKey_Slash, // /
ImGuiKey_Semicolon, // ;
ImGuiKey_Equal, // =
ImGuiKey_LeftBracket, // [
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
ImGuiKey_RightBracket, // ]
ImGuiKey_GraveAccent, // `
ImGuiKey_CapsLock,
ImGuiKey_ScrollLock,
ImGuiKey_NumLock,
ImGuiKey_PrintScreen,
ImGuiKey_Pause,
ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
ImGuiKey_KeypadDecimal,
ImGuiKey_KeypadDivide,
ImGuiKey_KeypadMultiply,
ImGuiKey_KeypadSubtract,
ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
ImGuiKey_AppForward,
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
ImGuiKey_COUNT,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
// If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif
};
// Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
enum ImGuiNavInput
{
ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
ImGuiNavInput_COUNT,
};
#endif
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
};
// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg, // Background of normal windows
ImGuiCol_ChildBg, // Background of child windows
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg, // Title bar
ImGuiCol_TitleBgActive, // Title bar when focused
ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab, // TabItem in a TabBar
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_
{
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
ImGuiStyleVar_ChildRounding, // float ChildRounding
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
ImGuiStyleVar_PopupRounding, // float PopupRounding
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
ImGuiStyleVar_COUNT
};
// Flags for InvisibleButton() [extended in imgui_internal.h]
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
//ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
enum ImGuiColorEditFlags_
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names
//ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
};
// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGuiMouseButton_
{
ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5
};
// Enumeration for GetMouseCursor()
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
};
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
// You can submit a change of pointer type using io.AddMouseSourceEvent().
enum ImGuiMouseSource : int
{
ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
ImGuiMouseSource_COUNT
};
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_
{
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
//-----------------------------------------------------------------------------
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
//-----------------------------------------------------------------------------
// Flags for ImGui::BeginTable()
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
// - When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
// - Columns sizing policy allowed: Fixed/Auto mostly.
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
enum ImGuiTableFlags_
{
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decorations
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
// Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
// Sizing Extra Options
ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
// Clipping
ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
// Padding
ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// Sorting
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
// Miscellaneous
ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
// [Internal] Combinations and masks
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
};
// Flags for ImGui::TableSetupColumn()
enum ImGuiTableColumnFlags_
{
// Input configuration flags
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
// [Internal] Combinations and masks
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
};
// Flags for ImGui::TableNextRow()
enum ImGuiTableRowFlags_
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
};
// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
// - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget_
{
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
};
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
struct ImGuiTableSortSpecs
{
const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
};
// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableColumnSortSpecs
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
ImS16 ColumnIndex; // Index of the column
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers: Memory allocations macros, ImVector<>
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
//-----------------------------------------------------------------------------
struct ImNewWrapper {};
inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
//-----------------------------------------------------------------------------
// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------
IM_MSVC_RUNTIME_CHECKS_OFF
template<typename T>
struct ImVector
{
int Size;
int Capacity;
T* Data;
// Provide standard typedefs but we don't use them ourselves.
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
// Constructors, destructor
inline ImVector() { Size = Capacity = 0; Data = NULL; }
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
inline bool empty() const { return Size == 0; }
inline int size() const { return Size; }
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
inline int capacity() const { return Capacity; }
inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
inline T* begin() { return Data; }
inline const T* begin() const { return Data; }
inline T* end() { return Data + Size; }
inline const T* end() const { return Data + Size; }
inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStyle
//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------
struct ImGuiStyle
{
float Alpha; // Global alpha applies to everything in Dear ImGui.
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
float DockingSeparatorSize; // Thickness of resizing border between docked windows
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT];
// Behaviors
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiIO
//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
// It is generally expected that:
// - initialization: backends and user code writes to ImGuiIO.
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
struct ImGuiKeyData
{
bool Down; // True for if key is down
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
float DownDurationPrev; // Last frame duration the key has been down
float AnalogValue; // 0.0f..1.0f for gamepad values
};
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
void* UserData; // = NULL // Store your own data.
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// Inputs Behaviors
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
//------------------------------------------------------------------
// Debug options
//------------------------------------------------------------------
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
// Option to deactivate io.AddFocusEvent(false) handling.
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
// Option to audit .ini data
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
//------------------------------------------------------------------
// Platform Functions
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
void* BackendPlatformUserData; // = NULL // User data for platform backend
void* BackendRendererUserData; // = NULL // User data for renderer backend
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
// Optional: Platform locale
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
//------------------------------------------------------------------
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
// Input Functions
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
#endif
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
// Main Input State
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#endif
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
//-----------------------------------------------------------------------------
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData
{
ImGuiContext* Ctx; // Parent UI context
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
// Arguments for the different callback events
// - During Resize callback, Buf will be same as your input buffer.
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
int CursorPos; // // Read-write // [Completion,History,Always]
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
int SelectionEnd; // // Read-write // [Completion,History,Always]
// Helper functions for text manipulation.
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
IMGUI_API ImGuiInputTextCallbackData();
IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
bool HasSelection() const { return SelectionStart != SelectionEnd; }
};
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
struct ImGuiWindowClass
{
ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
};
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload
{
// Members
void* Data; // Data (copied and owned by dear imgui)
int DataSize; // Data size
// [Internal]
ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp
char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
ImGuiPayload() { Clear(); }
void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
bool IsPreview() const { return Preview; }
bool IsDelivery() const { return Delivery; }
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
//-----------------------------------------------------------------------------
// Helper: Unicode defines
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
#ifdef IMGUI_USE_WCHAR32
#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
#else
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
#endif
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame() { RefFrame = -1; }
mutable int RefFrame;
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
IMGUI_API void Build();
void Clear() { InputBuf[0] = 0; Build(); }
bool IsActive() const { return !Filters.empty(); }
// [Internal]
struct ImGuiTextRange
{
const char* b;
const char* e;
ImGuiTextRange() { b = e = NULL; }
ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
bool empty() const { return b == e; }
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
};
char InputBuf[256];
ImVector<ImGuiTextRange>Filters;
int CountGrep;
};
// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer
{
ImVector<char> Buf;
IMGUI_API static char EmptyString[1];
ImGuiTextBuffer() { }
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
bool empty() const { return Buf.Size <= 1; }
void clear() { Buf.clear(); }
void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
IMGUI_API void append(const char* str, const char* str_end = NULL);
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
};
// Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage
{
// [Internal]
struct ImGuiStoragePair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
};
ImVector<ImGuiStoragePair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
void Clear() { Data.clear(); }
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
IMGUI_API void SetBool(ImGuiID key, bool val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
IMGUI_API void BuildSortByKey();
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val);
};
// Helper: Manually clip large list of items.
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
// scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
struct ImGuiListClipper
{
ImGuiContext* Ctx; // Parent UI context
int DisplayStart; // First item to display, updated by each call to Step()
int DisplayEnd; // End of items to display (exclusive)
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
void* TempData; // [Internal] Internal data
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper();
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
#endif
};
// Helpers: ImVec2/ImVec4 operators
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
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-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
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); }
static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor
{
ImVec4 Value;
constexpr ImColor() { }
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
constexpr ImColor(const ImVec4& col) : Value(col) {}
constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
inline operator ImVec4() const { return Value; }
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
};
//-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
inline ImTextureID GetTexID() const { return TextureId; }
};
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// [Internal] For use by ImDrawList
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
};
// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
IMGUI_API void Split(ImDrawList* draw_list, int count);
IMGUI_API void Merge(ImDrawList* draw_list);
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
};
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
enum ImDrawFlags_
{
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(ImTextureID texture_id);
IMGUI_API void PopTextureID();
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
// Image primitives
// - Read FAQ to understand what ImTextureID is.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Advanced: Primitives allocations
// - We render triangles (three vertices)
// - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
// Obsolete names
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
// [Internal helpers]
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _TryMergeDrawCmds();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
};
// All draw data to render a Dear ImGui frame
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData() { Clear(); }
IMGUI_API void Clear();
IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
struct ImFontConfig
{
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
// [Internal]
char Name[40]; // Name (strictly to ease debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
};
// Hold rendering data for one glyph.
// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
struct ImFontGlyph
{
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsigned int Codepoint : 30; // 0x0000..0x10FFFF
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
struct ImFontGlyphRangesBuilder
{
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder() { Clear(); }
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; }
};
// Flags for ImFontAtlas build
enum ImFontAtlasFlags_
{
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
IMGUI_API void Clear(); // Clear all input and output.
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
void SetTexID(ImTextureID id) { TexID = id; }
//-------------------------------------------
// Glyph Ranges
//-------------------------------------------
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
//-------------------------------------------
// [BETA] Custom Rectangles/Glyphs API
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// - After calling Build(), you can query the rectangle position and render your pixels.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// - Read docs/FONTS.md for more details about using colorful icons.
// - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_API int AddCustomRectRegular(int width, int height);
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
// [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
//-------------------------------------------
// Members
//-------------------------------------------
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
bool TexReady; // Set when texture was built matching current font input
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
// [Internal] Font builder
const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
// [Internal] Packing data
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
// Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
short EllipsisCharCount; // 1 // out // 1 or 3
float EllipsisWidth; // 4 // out // Width
float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
bool DirtyLookupTables; // 1 // out //
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
// [Internal] Don't use!
IMGUI_API void BuildLookupTable();
IMGUI_API void ClearOutputData();
IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
enum ImGuiViewportFlags_
{
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
struct ImGuiViewport
{
ImGuiID ID; // Unique identifier for the viewport
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
float DpiScale; // 1.0f = 96 DPI = No extra scale.
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
// The library never uses those fields, they are merely storage to facilitate backend implementation.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Helpers
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support)
//-----------------------------------------------------------------------------
// [BETA] (Optional) This is completely optional, for advanced users!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
// It's also an experimental feature, so some of the requirements may evolve.
// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
// Update ImGuiPlatformIO's Monitors list every frame.
// Update MousePos every frame, in absolute coordinates.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
//-----------------------------------------------------------------------------
// (Optional) Access via ImGui::GetPlatformIO()
struct ImGuiPlatformIO
{
//------------------------------------------------------------------
// Input - Backend interface/functions + Monitor List
//------------------------------------------------------------------
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
//
// The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
// Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// Platform function --------------------------------------------------- Called by -----
void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
// (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
ImVector<ImGuiPlatformMonitor> Monitors;
//------------------------------------------------------------------
// Output - List of viewports to render into platform windows
//------------------------------------------------------------------
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
struct ImGuiPlatformMonitor
{
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI
void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
};
// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.90.0 (from September 2023)
static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
static inline void EndChildFrame() { EndChild(); }
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
// OBSOLETED in 1.89.7 (from June 2023)
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
// OBSOLETED in 1.89.4 (from March 2023)
static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); }
static inline void PopAllowKeyboardFocus() { PopTabStop(); }
// OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
//-- OBSOLETED in 1.81 (from February 2021)
//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
//static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
//static inline void ListBoxFooter() { EndListBox(); }
//-- OBSOLETED in 1.79 (from August 2020)
//static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//-- OBSOLETED in 1.77 and before
//static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
//-- OBSOLETED in 1.60 and before
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.50 and before
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
}
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
//typedef ImDrawFlags ImDrawCornerFlags;
//enum ImDrawCornerFlags_
//{
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
//};
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif
// Include imgui_user.h at the end of imgui.h
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#ifdef IMGUI_USER_H_FILENAME
#include IMGUI_USER_H_FILENAME
#else
#include "imgui_user.h"
#endif
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/implot.h | // MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
// Table of Contents:
//
// [SECTION] Macros and Defines
// [SECTION] Enums and Types
// [SECTION] Callbacks
// [SECTION] Contexts
// [SECTION] Begin/End Plot
// [SECTION] Begin/End Subplot
// [SECTION] Setup
// [SECTION] SetNext
// [SECTION] Plot Items
// [SECTION] Plot Tools
// [SECTION] Plot Utils
// [SECTION] Legend Utils
// [SECTION] Drag and Drop
// [SECTION] Styling
// [SECTION] Colormaps
// [SECTION] Input Mapping
// [SECTION] Miscellaneous
// [SECTION] Demo
// [SECTION] Obsolete API
#pragma once
#include "imgui.h"
//-----------------------------------------------------------------------------
// [SECTION] Macros and Defines
//-----------------------------------------------------------------------------
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// Using ImPlot via a shared library is not recommended, because we don't guarantee
// backward nor forward ABI compatibility and also function call overhead. If you
// do use ImPlot as a DLL, be sure to call SetImGuiContext (see Miscellanous section).
#ifndef IMPLOT_API
#define IMPLOT_API
#endif
// ImPlot version string.
#define IMPLOT_VERSION "0.17"
// Indicates variable should deduced automatically.
#define IMPLOT_AUTO -1
// Special color used to indicate that a color should be deduced automatically.
#define IMPLOT_AUTO_COL ImVec4(0,0,0,-1)
// Macro for templated plotting functions; keeps header clean.
#define IMPLOT_TMP template <typename T> IMPLOT_API
//-----------------------------------------------------------------------------
// [SECTION] Enums and Types
//-----------------------------------------------------------------------------
// Forward declarations
struct ImPlotContext; // ImPlot context (opaque struct, see implot_internal.h)
// Enums/Flags
typedef int ImAxis; // -> enum ImAxis_
typedef int ImPlotFlags; // -> enum ImPlotFlags_
typedef int ImPlotAxisFlags; // -> enum ImPlotAxisFlags_
typedef int ImPlotSubplotFlags; // -> enum ImPlotSubplotFlags_
typedef int ImPlotLegendFlags; // -> enum ImPlotLegendFlags_
typedef int ImPlotMouseTextFlags; // -> enum ImPlotMouseTextFlags_
typedef int ImPlotDragToolFlags; // -> ImPlotDragToolFlags_
typedef int ImPlotColormapScaleFlags; // -> ImPlotColormapScaleFlags_
typedef int ImPlotItemFlags; // -> ImPlotItemFlags_
typedef int ImPlotLineFlags; // -> ImPlotLineFlags_
typedef int ImPlotScatterFlags; // -> ImPlotScatterFlags
typedef int ImPlotStairsFlags; // -> ImPlotStairsFlags_
typedef int ImPlotShadedFlags; // -> ImPlotShadedFlags_
typedef int ImPlotBarsFlags; // -> ImPlotBarsFlags_
typedef int ImPlotBarGroupsFlags; // -> ImPlotBarGroupsFlags_
typedef int ImPlotErrorBarsFlags; // -> ImPlotErrorBarsFlags_
typedef int ImPlotStemsFlags; // -> ImPlotStemsFlags_
typedef int ImPlotInfLinesFlags; // -> ImPlotInfLinesFlags_
typedef int ImPlotPieChartFlags; // -> ImPlotPieChartFlags_
typedef int ImPlotHeatmapFlags; // -> ImPlotHeatmapFlags_
typedef int ImPlotHistogramFlags; // -> ImPlotHistogramFlags_
typedef int ImPlotDigitalFlags; // -> ImPlotDigitalFlags_
typedef int ImPlotImageFlags; // -> ImPlotImageFlags_
typedef int ImPlotTextFlags; // -> ImPlotTextFlags_
typedef int ImPlotDummyFlags; // -> ImPlotDummyFlags_
typedef int ImPlotCond; // -> enum ImPlotCond_
typedef int ImPlotCol; // -> enum ImPlotCol_
typedef int ImPlotStyleVar; // -> enum ImPlotStyleVar_
typedef int ImPlotScale; // -> enum ImPlotScale_
typedef int ImPlotMarker; // -> enum ImPlotMarker_
typedef int ImPlotColormap; // -> enum ImPlotColormap_
typedef int ImPlotLocation; // -> enum ImPlotLocation_
typedef int ImPlotBin; // -> enum ImPlotBin_
// Axis indices. The values assigned may change; NEVER hardcode these.
enum ImAxis_ {
// horizontal axes
ImAxis_X1 = 0, // enabled by default
ImAxis_X2, // disabled by default
ImAxis_X3, // disabled by default
// vertical axes
ImAxis_Y1, // enabled by default
ImAxis_Y2, // disabled by default
ImAxis_Y3, // disabled by default
// bookeeping
ImAxis_COUNT
};
// Options for plots (see BeginPlot).
enum ImPlotFlags_ {
ImPlotFlags_None = 0, // default
ImPlotFlags_NoTitle = 1 << 0, // the plot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MyPlot")
ImPlotFlags_NoLegend = 1 << 1, // the legend will not be displayed
ImPlotFlags_NoMouseText = 1 << 2, // the mouse position, in plot coordinates, will not be displayed inside of the plot
ImPlotFlags_NoInputs = 1 << 3, // the user will not be able to interact with the plot
ImPlotFlags_NoMenus = 1 << 4, // the user will not be able to open context menus
ImPlotFlags_NoBoxSelect = 1 << 5, // the user will not be able to box-select
ImPlotFlags_NoFrame = 1 << 6, // the ImGui frame will not be rendered
ImPlotFlags_Equal = 1 << 7, // x and y axes pairs will be constrained to have the same units/pixel
ImPlotFlags_Crosshairs = 1 << 8, // the default mouse cursor will be replaced with a crosshair when hovered
ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText
};
// Options for plot axes (see SetupAxis).
enum ImPlotAxisFlags_ {
ImPlotAxisFlags_None = 0, // default
ImPlotAxisFlags_NoLabel = 1 << 0, // the axis label will not be displayed (axis labels are also hidden if the supplied string name is nullptr)
ImPlotAxisFlags_NoGridLines = 1 << 1, // no grid lines will be displayed
ImPlotAxisFlags_NoTickMarks = 1 << 2, // no tick marks will be displayed
ImPlotAxisFlags_NoTickLabels = 1 << 3, // no text labels will be displayed
ImPlotAxisFlags_NoInitialFit = 1 << 4, // axis will not be initially fit to data extents on the first rendered frame
ImPlotAxisFlags_NoMenus = 1 << 5, // the user will not be able to open context menus with right-click
ImPlotAxisFlags_NoSideSwitch = 1 << 6, // the user will not be able to switch the axis side by dragging it
ImPlotAxisFlags_NoHighlight = 1 << 7, // the axis will not have its background highlighted when hovered or held
ImPlotAxisFlags_Opposite = 1 << 8, // axis ticks and labels will be rendered on the conventionally opposite side (i.e, right or top)
ImPlotAxisFlags_Foreground = 1 << 9, // grid lines will be displayed in the foreground (i.e. on top of data) instead of the background
ImPlotAxisFlags_Invert = 1 << 10, // the axis will be inverted
ImPlotAxisFlags_AutoFit = 1 << 11, // axis will be auto-fitting to data extents
ImPlotAxisFlags_RangeFit = 1 << 12, // axis will only fit points if the point is in the visible range of the **orthogonal** axis
ImPlotAxisFlags_PanStretch = 1 << 13, // panning in a locked or constrained state will cause the axis to stretch if possible
ImPlotAxisFlags_LockMin = 1 << 14, // the axis minimum value will be locked when panning/zooming
ImPlotAxisFlags_LockMax = 1 << 15, // the axis maximum value will be locked when panning/zooming
ImPlotAxisFlags_Lock = ImPlotAxisFlags_LockMin | ImPlotAxisFlags_LockMax,
ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels,
ImPlotAxisFlags_AuxDefault = ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_Opposite
};
// Options for subplots (see BeginSubplot)
enum ImPlotSubplotFlags_ {
ImPlotSubplotFlags_None = 0, // default
ImPlotSubplotFlags_NoTitle = 1 << 0, // the subplot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MySubplot")
ImPlotSubplotFlags_NoLegend = 1 << 1, // the legend will not be displayed (only applicable if ImPlotSubplotFlags_ShareItems is enabled)
ImPlotSubplotFlags_NoMenus = 1 << 2, // the user will not be able to open context menus with right-click
ImPlotSubplotFlags_NoResize = 1 << 3, // resize splitters between subplot cells will be not be provided
ImPlotSubplotFlags_NoAlign = 1 << 4, // subplot edges will not be aligned vertically or horizontally
ImPlotSubplotFlags_ShareItems = 1 << 5, // items across all subplots will be shared and rendered into a single legend entry
ImPlotSubplotFlags_LinkRows = 1 << 6, // link the y-axis limits of all plots in each row (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkCols = 1 << 7, // link the x-axis limits of all plots in each column (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllX = 1 << 8, // link the x-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllY = 1 << 9, // link the y-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_ColMajor = 1 << 10 // subplots are added in column major order instead of the default row major order
};
// Options for legends (see SetupLegend)
enum ImPlotLegendFlags_ {
ImPlotLegendFlags_None = 0, // default
ImPlotLegendFlags_NoButtons = 1 << 0, // legend icons will not function as hide/show buttons
ImPlotLegendFlags_NoHighlightItem = 1 << 1, // plot items will not be highlighted when their legend entry is hovered
ImPlotLegendFlags_NoHighlightAxis = 1 << 2, // axes will not be highlighted when legend entries are hovered (only relevant if x/y-axis count > 1)
ImPlotLegendFlags_NoMenus = 1 << 3, // the user will not be able to open context menus with right-click
ImPlotLegendFlags_Outside = 1 << 4, // legend will be rendered outside of the plot area
ImPlotLegendFlags_Horizontal = 1 << 5, // legend entries will be displayed horizontally
ImPlotLegendFlags_Sort = 1 << 6, // legend entries will be displayed in alphabetical order
};
// Options for mouse hover text (see SetupMouseText)
enum ImPlotMouseTextFlags_ {
ImPlotMouseTextFlags_None = 0, // default
ImPlotMouseTextFlags_NoAuxAxes = 1 << 0, // only show the mouse position for primary axes
ImPlotMouseTextFlags_NoFormat = 1 << 1, // axes label formatters won't be used to render text
ImPlotMouseTextFlags_ShowAlways = 1 << 2, // always display mouse position even if plot not hovered
};
// Options for DragPoint, DragLine, DragRect
enum ImPlotDragToolFlags_ {
ImPlotDragToolFlags_None = 0, // default
ImPlotDragToolFlags_NoCursors = 1 << 0, // drag tools won't change cursor icons when hovered or held
ImPlotDragToolFlags_NoFit = 1 << 1, // the drag tool won't be considered for plot fits
ImPlotDragToolFlags_NoInputs = 1 << 2, // lock the tool from user inputs
ImPlotDragToolFlags_Delayed = 1 << 3, // tool rendering will be delayed one frame; useful when applying position-constraints
};
// Flags for ColormapScale
enum ImPlotColormapScaleFlags_ {
ImPlotColormapScaleFlags_None = 0, // default
ImPlotColormapScaleFlags_NoLabel = 1 << 0, // the colormap axis label will not be displayed
ImPlotColormapScaleFlags_Opposite = 1 << 1, // render the colormap label and tick labels on the opposite side
ImPlotColormapScaleFlags_Invert = 1 << 2, // invert the colormap bar and axis scale (this only affects rendering; if you only want to reverse the scale mapping, make scale_min > scale_max)
};
// Flags for ANY PlotX function
enum ImPlotItemFlags_ {
ImPlotItemFlags_None = 0,
ImPlotItemFlags_NoLegend = 1 << 0, // the item won't have a legend entry displayed
ImPlotItemFlags_NoFit = 1 << 1, // the item won't be considered for plot fits
};
// Flags for PlotLine
enum ImPlotLineFlags_ {
ImPlotLineFlags_None = 0, // default
ImPlotLineFlags_Segments = 1 << 10, // a line segment will be rendered from every two consecutive points
ImPlotLineFlags_Loop = 1 << 11, // the last and first point will be connected to form a closed loop
ImPlotLineFlags_SkipNaN = 1 << 12, // NaNs values will be skipped instead of rendered as missing data
ImPlotLineFlags_NoClip = 1 << 13, // markers (if displayed) on the edge of a plot will not be clipped
ImPlotLineFlags_Shaded = 1 << 14, // a filled region between the line and horizontal origin will be rendered; use PlotShaded for more advanced cases
};
// Flags for PlotScatter
enum ImPlotScatterFlags_ {
ImPlotScatterFlags_None = 0, // default
ImPlotScatterFlags_NoClip = 1 << 10, // markers on the edge of a plot will not be clipped
};
// Flags for PlotStairs
enum ImPlotStairsFlags_ {
ImPlotStairsFlags_None = 0, // default
ImPlotStairsFlags_PreStep = 1 << 10, // the y value is continued constantly to the left from every x position, i.e. the interval (x[i-1], x[i]] has the value y[i]
ImPlotStairsFlags_Shaded = 1 << 11 // a filled region between the stairs and horizontal origin will be rendered; use PlotShaded for more advanced cases
};
// Flags for PlotShaded (placeholder)
enum ImPlotShadedFlags_ {
ImPlotShadedFlags_None = 0 // default
};
// Flags for PlotBars
enum ImPlotBarsFlags_ {
ImPlotBarsFlags_None = 0, // default
ImPlotBarsFlags_Horizontal = 1 << 10, // bars will be rendered horizontally on the current y-axis
};
// Flags for PlotBarGroups
enum ImPlotBarGroupsFlags_ {
ImPlotBarGroupsFlags_None = 0, // default
ImPlotBarGroupsFlags_Horizontal = 1 << 10, // bar groups will be rendered horizontally on the current y-axis
ImPlotBarGroupsFlags_Stacked = 1 << 11, // items in a group will be stacked on top of each other
};
// Flags for PlotErrorBars
enum ImPlotErrorBarsFlags_ {
ImPlotErrorBarsFlags_None = 0, // default
ImPlotErrorBarsFlags_Horizontal = 1 << 10, // error bars will be rendered horizontally on the current y-axis
};
// Flags for PlotStems
enum ImPlotStemsFlags_ {
ImPlotStemsFlags_None = 0, // default
ImPlotStemsFlags_Horizontal = 1 << 10, // stems will be rendered horizontally on the current y-axis
};
// Flags for PlotInfLines
enum ImPlotInfLinesFlags_ {
ImPlotInfLinesFlags_None = 0, // default
ImPlotInfLinesFlags_Horizontal = 1 << 10 // lines will be rendered horizontally on the current y-axis
};
// Flags for PlotPieChart
enum ImPlotPieChartFlags_ {
ImPlotPieChartFlags_None = 0, // default
ImPlotPieChartFlags_Normalize = 1 << 10, // force normalization of pie chart values (i.e. always make a full circle if sum < 0)
ImPlotPieChartFlags_IgnoreHidden = 1 << 11 // ignore hidden slices when drawing the pie chart (as if they were not there)
};
// Flags for PlotHeatmap
enum ImPlotHeatmapFlags_ {
ImPlotHeatmapFlags_None = 0, // default
ImPlotHeatmapFlags_ColMajor = 1 << 10, // data will be read in column major order
};
// Flags for PlotHistogram and PlotHistogram2D
enum ImPlotHistogramFlags_ {
ImPlotHistogramFlags_None = 0, // default
ImPlotHistogramFlags_Horizontal = 1 << 10, // histogram bars will be rendered horizontally (not supported by PlotHistogram2D)
ImPlotHistogramFlags_Cumulative = 1 << 11, // each bin will contain its count plus the counts of all previous bins (not supported by PlotHistogram2D)
ImPlotHistogramFlags_Density = 1 << 12, // counts will be normalized, i.e. the PDF will be visualized, or the CDF will be visualized if Cumulative is also set
ImPlotHistogramFlags_NoOutliers = 1 << 13, // exclude values outside the specifed histogram range from the count toward normalizing and cumulative counts
ImPlotHistogramFlags_ColMajor = 1 << 14 // data will be read in column major order (not supported by PlotHistogram)
};
// Flags for PlotDigital (placeholder)
enum ImPlotDigitalFlags_ {
ImPlotDigitalFlags_None = 0 // default
};
// Flags for PlotImage (placeholder)
enum ImPlotImageFlags_ {
ImPlotImageFlags_None = 0 // default
};
// Flags for PlotText
enum ImPlotTextFlags_ {
ImPlotTextFlags_None = 0, // default
ImPlotTextFlags_Vertical = 1 << 10 // text will be rendered vertically
};
// Flags for PlotDummy (placeholder)
enum ImPlotDummyFlags_ {
ImPlotDummyFlags_None = 0 // default
};
// Represents a condition for SetupAxisLimits etc. (same as ImGuiCond, but we only support a subset of those enums)
enum ImPlotCond_
{
ImPlotCond_None = ImGuiCond_None, // No condition (always set the variable), same as _Always
ImPlotCond_Always = ImGuiCond_Always, // No condition (always set the variable)
ImPlotCond_Once = ImGuiCond_Once, // Set the variable once per runtime session (only the first call will succeed)
};
// Plot styling colors.
enum ImPlotCol_ {
// item styling colors
ImPlotCol_Line, // plot line/outline color (defaults to next unused color in current colormap)
ImPlotCol_Fill, // plot fill color for bars (defaults to the current line color)
ImPlotCol_MarkerOutline, // marker outline color (defaults to the current line color)
ImPlotCol_MarkerFill, // marker fill color (defaults to the current line color)
ImPlotCol_ErrorBar, // error bar color (defaults to ImGuiCol_Text)
// plot styling colors
ImPlotCol_FrameBg, // plot frame background color (defaults to ImGuiCol_FrameBg)
ImPlotCol_PlotBg, // plot area background color (defaults to ImGuiCol_WindowBg)
ImPlotCol_PlotBorder, // plot area border color (defaults to ImGuiCol_Border)
ImPlotCol_LegendBg, // legend background color (defaults to ImGuiCol_PopupBg)
ImPlotCol_LegendBorder, // legend border color (defaults to ImPlotCol_PlotBorder)
ImPlotCol_LegendText, // legend text color (defaults to ImPlotCol_InlayText)
ImPlotCol_TitleText, // plot title text color (defaults to ImGuiCol_Text)
ImPlotCol_InlayText, // color of text appearing inside of plots (defaults to ImGuiCol_Text)
ImPlotCol_AxisText, // axis label and tick lables color (defaults to ImGuiCol_Text)
ImPlotCol_AxisGrid, // axis grid color (defaults to 25% ImPlotCol_AxisText)
ImPlotCol_AxisTick, // axis tick color (defaults to AxisGrid)
ImPlotCol_AxisBg, // background color of axis hover region (defaults to transparent)
ImPlotCol_AxisBgHovered, // axis hover color (defaults to ImGuiCol_ButtonHovered)
ImPlotCol_AxisBgActive, // axis active color (defaults to ImGuiCol_ButtonActive)
ImPlotCol_Selection, // box-selection color (defaults to yellow)
ImPlotCol_Crosshairs, // crosshairs color (defaults to ImPlotCol_PlotBorder)
ImPlotCol_COUNT
};
// Plot styling variables.
enum ImPlotStyleVar_ {
// item styling variables
ImPlotStyleVar_LineWeight, // float, plot item line weight in pixels
ImPlotStyleVar_Marker, // int, marker specification
ImPlotStyleVar_MarkerSize, // float, marker size in pixels (roughly the marker's "radius")
ImPlotStyleVar_MarkerWeight, // float, plot outline weight of markers in pixels
ImPlotStyleVar_FillAlpha, // float, alpha modifier applied to all plot item fills
ImPlotStyleVar_ErrorBarSize, // float, error bar whisker width in pixels
ImPlotStyleVar_ErrorBarWeight, // float, error bar whisker weight in pixels
ImPlotStyleVar_DigitalBitHeight, // float, digital channels bit height (at 1) in pixels
ImPlotStyleVar_DigitalBitGap, // float, digital channels bit padding gap in pixels
// plot styling variables
ImPlotStyleVar_PlotBorderSize, // float, thickness of border around plot area
ImPlotStyleVar_MinorAlpha, // float, alpha multiplier applied to minor axis grid lines
ImPlotStyleVar_MajorTickLen, // ImVec2, major tick lengths for X and Y axes
ImPlotStyleVar_MinorTickLen, // ImVec2, minor tick lengths for X and Y axes
ImPlotStyleVar_MajorTickSize, // ImVec2, line thickness of major ticks
ImPlotStyleVar_MinorTickSize, // ImVec2, line thickness of minor ticks
ImPlotStyleVar_MajorGridSize, // ImVec2, line thickness of major grid lines
ImPlotStyleVar_MinorGridSize, // ImVec2, line thickness of minor grid lines
ImPlotStyleVar_PlotPadding, // ImVec2, padding between widget frame and plot area, labels, or outside legends (i.e. main padding)
ImPlotStyleVar_LabelPadding, // ImVec2, padding between axes labels, tick labels, and plot edge
ImPlotStyleVar_LegendPadding, // ImVec2, legend padding from plot edges
ImPlotStyleVar_LegendInnerPadding, // ImVec2, legend inner padding from legend edges
ImPlotStyleVar_LegendSpacing, // ImVec2, spacing between legend entries
ImPlotStyleVar_MousePosPadding, // ImVec2, padding between plot edge and interior info text
ImPlotStyleVar_AnnotationPadding, // ImVec2, text padding around annotation labels
ImPlotStyleVar_FitPadding, // ImVec2, additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y)
ImPlotStyleVar_PlotDefaultSize, // ImVec2, default size used when ImVec2(0,0) is passed to BeginPlot
ImPlotStyleVar_PlotMinSize, // ImVec2, minimum size plot frame can be when shrunk
ImPlotStyleVar_COUNT
};
// Axis scale
enum ImPlotScale_ {
ImPlotScale_Linear = 0, // default linear scale
ImPlotScale_Time, // date/time scale
ImPlotScale_Log10, // base 10 logartithmic scale
ImPlotScale_SymLog, // symmetric log scale
};
// Marker specifications.
enum ImPlotMarker_ {
ImPlotMarker_None = -1, // no marker
ImPlotMarker_Circle, // a circle marker (default)
ImPlotMarker_Square, // a square maker
ImPlotMarker_Diamond, // a diamond marker
ImPlotMarker_Up, // an upward-pointing triangle marker
ImPlotMarker_Down, // an downward-pointing triangle marker
ImPlotMarker_Left, // an leftward-pointing triangle marker
ImPlotMarker_Right, // an rightward-pointing triangle marker
ImPlotMarker_Cross, // a cross marker (not fillable)
ImPlotMarker_Plus, // a plus marker (not fillable)
ImPlotMarker_Asterisk, // a asterisk marker (not fillable)
ImPlotMarker_COUNT
};
// Built-in colormaps
enum ImPlotColormap_ {
ImPlotColormap_Deep = 0, // a.k.a. seaborn deep (qual=true, n=10) (default)
ImPlotColormap_Dark = 1, // a.k.a. matplotlib "Set1" (qual=true, n=9 )
ImPlotColormap_Pastel = 2, // a.k.a. matplotlib "Pastel1" (qual=true, n=9 )
ImPlotColormap_Paired = 3, // a.k.a. matplotlib "Paired" (qual=true, n=12)
ImPlotColormap_Viridis = 4, // a.k.a. matplotlib "viridis" (qual=false, n=11)
ImPlotColormap_Plasma = 5, // a.k.a. matplotlib "plasma" (qual=false, n=11)
ImPlotColormap_Hot = 6, // a.k.a. matplotlib/MATLAB "hot" (qual=false, n=11)
ImPlotColormap_Cool = 7, // a.k.a. matplotlib/MATLAB "cool" (qual=false, n=11)
ImPlotColormap_Pink = 8, // a.k.a. matplotlib/MATLAB "pink" (qual=false, n=11)
ImPlotColormap_Jet = 9, // a.k.a. MATLAB "jet" (qual=false, n=11)
ImPlotColormap_Twilight = 10, // a.k.a. matplotlib "twilight" (qual=false, n=11)
ImPlotColormap_RdBu = 11, // red/blue, Color Brewer (qual=false, n=11)
ImPlotColormap_BrBG = 12, // brown/blue-green, Color Brewer (qual=false, n=11)
ImPlotColormap_PiYG = 13, // pink/yellow-green, Color Brewer (qual=false, n=11)
ImPlotColormap_Spectral = 14, // color spectrum, Color Brewer (qual=false, n=11)
ImPlotColormap_Greys = 15, // white/black (qual=false, n=2 )
};
// Used to position items on a plot (e.g. legends, labels, etc.)
enum ImPlotLocation_ {
ImPlotLocation_Center = 0, // center-center
ImPlotLocation_North = 1 << 0, // top-center
ImPlotLocation_South = 1 << 1, // bottom-center
ImPlotLocation_West = 1 << 2, // center-left
ImPlotLocation_East = 1 << 3, // center-right
ImPlotLocation_NorthWest = ImPlotLocation_North | ImPlotLocation_West, // top-left
ImPlotLocation_NorthEast = ImPlotLocation_North | ImPlotLocation_East, // top-right
ImPlotLocation_SouthWest = ImPlotLocation_South | ImPlotLocation_West, // bottom-left
ImPlotLocation_SouthEast = ImPlotLocation_South | ImPlotLocation_East // bottom-right
};
// Enums for different automatic histogram binning methods (k = bin count or w = bin width)
enum ImPlotBin_ {
ImPlotBin_Sqrt = -1, // k = sqrt(n)
ImPlotBin_Sturges = -2, // k = 1 + log2(n)
ImPlotBin_Rice = -3, // k = 2 * cbrt(n)
ImPlotBin_Scott = -4, // w = 3.49 * sigma / cbrt(n)
};
// Double precision version of ImVec2 used by ImPlot. Extensible by end users.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImPlotPoint {
double x, y;
constexpr ImPlotPoint() : x(0.0), y(0.0) { }
constexpr ImPlotPoint(double _x, double _y) : x(_x), y(_y) { }
constexpr ImPlotPoint(const ImVec2& p) : x((double)p.x), y((double)p.y) { }
double& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((double*)(void*)(char*)this)[idx]; }
double operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const double*)(const void*)(const char*)this)[idx]; }
#ifdef IMPLOT_POINT_CLASS_EXTRA
IMPLOT_POINT_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h
// to convert back and forth between your math types and ImPlotPoint.
#endif
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Range defined by a min/max value.
struct ImPlotRange {
double Min, Max;
constexpr ImPlotRange() : Min(0.0), Max(0.0) { }
constexpr ImPlotRange(double _min, double _max) : Min(_min), Max(_max) { }
bool Contains(double value) const { return value >= Min && value <= Max; }
double Size() const { return Max - Min; }
double Clamp(double value) const { return (value < Min) ? Min : (value > Max) ? Max : value; }
};
// Combination of two range limits for X and Y axes. Also an AABB defined by Min()/Max().
struct ImPlotRect {
ImPlotRange X, Y;
constexpr ImPlotRect() : X(0.0,0.0), Y(0.0,0.0) { }
constexpr ImPlotRect(double x_min, double x_max, double y_min, double y_max) : X(x_min, x_max), Y(y_min, y_max) { }
bool Contains(const ImPlotPoint& p) const { return Contains(p.x, p.y); }
bool Contains(double x, double y) const { return X.Contains(x) && Y.Contains(y); }
ImPlotPoint Size() const { return ImPlotPoint(X.Size(), Y.Size()); }
ImPlotPoint Clamp(const ImPlotPoint& p) { return Clamp(p.x, p.y); }
ImPlotPoint Clamp(double x, double y) { return ImPlotPoint(X.Clamp(x),Y.Clamp(y)); }
ImPlotPoint Min() const { return ImPlotPoint(X.Min, Y.Min); }
ImPlotPoint Max() const { return ImPlotPoint(X.Max, Y.Max); }
};
// Plot style structure
struct ImPlotStyle {
// item styling variables
float LineWeight; // = 1, item line weight in pixels
int Marker; // = ImPlotMarker_None, marker specification
float MarkerSize; // = 4, marker size in pixels (roughly the marker's "radius")
float MarkerWeight; // = 1, outline weight of markers in pixels
float FillAlpha; // = 1, alpha modifier applied to plot fills
float ErrorBarSize; // = 5, error bar whisker width in pixels
float ErrorBarWeight; // = 1.5, error bar whisker weight in pixels
float DigitalBitHeight; // = 8, digital channels bit height (at y = 1.0f) in pixels
float DigitalBitGap; // = 4, digital channels bit padding gap in pixels
// plot styling variables
float PlotBorderSize; // = 1, line thickness of border around plot area
float MinorAlpha; // = 0.25 alpha multiplier applied to minor axis grid lines
ImVec2 MajorTickLen; // = 10,10 major tick lengths for X and Y axes
ImVec2 MinorTickLen; // = 5,5 minor tick lengths for X and Y axes
ImVec2 MajorTickSize; // = 1,1 line thickness of major ticks
ImVec2 MinorTickSize; // = 1,1 line thickness of minor ticks
ImVec2 MajorGridSize; // = 1,1 line thickness of major grid lines
ImVec2 MinorGridSize; // = 1,1 line thickness of minor grid lines
ImVec2 PlotPadding; // = 10,10 padding between widget frame and plot area, labels, or outside legends (i.e. main padding)
ImVec2 LabelPadding; // = 5,5 padding between axes labels, tick labels, and plot edge
ImVec2 LegendPadding; // = 10,10 legend padding from plot edges
ImVec2 LegendInnerPadding; // = 5,5 legend inner padding from legend edges
ImVec2 LegendSpacing; // = 5,0 spacing between legend entries
ImVec2 MousePosPadding; // = 10,10 padding between plot edge and interior mouse location text
ImVec2 AnnotationPadding; // = 2,2 text padding around annotation labels
ImVec2 FitPadding; // = 0,0 additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y)
ImVec2 PlotDefaultSize; // = 400,300 default size used when ImVec2(0,0) is passed to BeginPlot
ImVec2 PlotMinSize; // = 200,150 minimum size plot frame can be when shrunk
// style colors
ImVec4 Colors[ImPlotCol_COUNT]; // Array of styling colors. Indexable with ImPlotCol_ enums.
// colormap
ImPlotColormap Colormap; // The current colormap. Set this to either an ImPlotColormap_ enum or an index returned by AddColormap.
// settings/flags
bool UseLocalTime; // = false, axis labels will be formatted for your timezone when ImPlotAxisFlag_Time is enabled
bool UseISO8601; // = false, dates will be formatted according to ISO 8601 where applicable (e.g. YYYY-MM-DD, YYYY-MM, --MM-DD, etc.)
bool Use24HourClock; // = false, times will be formatted using a 24 hour clock
IMPLOT_API ImPlotStyle();
};
// Support for legacy versions
#if (IMGUI_VERSION_NUM < 18716) // Renamed in 1.88
#define ImGuiMod_None 0
#define ImGuiMod_Ctrl ImGuiKeyModFlags_Ctrl
#define ImGuiMod_Shift ImGuiKeyModFlags_Shift
#define ImGuiMod_Alt ImGuiKeyModFlags_Alt
#define ImGuiMod_Super ImGuiKeyModFlags_Super
#elif (IMGUI_VERSION_NUM < 18823) // Renamed in 1.89, sorry
#define ImGuiMod_None 0
#define ImGuiMod_Ctrl ImGuiModFlags_Ctrl
#define ImGuiMod_Shift ImGuiModFlags_Shift
#define ImGuiMod_Alt ImGuiModFlags_Alt
#define ImGuiMod_Super ImGuiModFlags_Super
#endif
// Input mapping structure. Default values listed. See also MapInputDefault, MapInputReverse.
struct ImPlotInputMap {
ImGuiMouseButton Pan; // LMB enables panning when held,
int PanMod; // none optional modifier that must be held for panning/fitting
ImGuiMouseButton Fit; // LMB initiates fit when double clicked
ImGuiMouseButton Select; // RMB begins box selection when pressed and confirms selection when released
ImGuiMouseButton SelectCancel; // LMB cancels active box selection when pressed; cannot be same as Select
int SelectMod; // none optional modifier that must be held for box selection
int SelectHorzMod; // Alt expands active box selection horizontally to plot edge when held
int SelectVertMod; // Shift expands active box selection vertically to plot edge when held
ImGuiMouseButton Menu; // RMB opens context menus (if enabled) when clicked
int OverrideMod; // Ctrl when held, all input is ignored; used to enable axis/plots as DND sources
int ZoomMod; // none optional modifier that must be held for scroll wheel zooming
float ZoomRate; // 0.1f zoom rate for scroll (e.g. 0.1f = 10% plot range every scroll click); make negative to invert
IMPLOT_API ImPlotInputMap();
};
//-----------------------------------------------------------------------------
// [SECTION] Callbacks
//-----------------------------------------------------------------------------
// Callback signature for axis tick label formatter.
typedef int (*ImPlotFormatter)(double value, char* buff, int size, void* user_data);
// Callback signature for data getter.
typedef ImPlotPoint (*ImPlotGetter)(int idx, void* user_data);
// Callback signature for axis transform.
typedef double (*ImPlotTransform)(double value, void* user_data);
namespace ImPlot {
//-----------------------------------------------------------------------------
// [SECTION] Contexts
//-----------------------------------------------------------------------------
// Creates a new ImPlot context. Call this after ImGui::CreateContext.
IMPLOT_API ImPlotContext* CreateContext();
// Destroys an ImPlot context. Call this before ImGui::DestroyContext. nullptr = destroy current context.
IMPLOT_API void DestroyContext(ImPlotContext* ctx = nullptr);
// Returns the current ImPlot context. nullptr if no context has ben set.
IMPLOT_API ImPlotContext* GetCurrentContext();
// Sets the current ImPlot context.
IMPLOT_API void SetCurrentContext(ImPlotContext* ctx);
// Sets the current **ImGui** context. This is ONLY necessary if you are compiling
// ImPlot as a DLL (not recommended) separate from your ImGui compilation. It
// sets the global variable GImGui, which is not shared across DLL boundaries.
// See GImGui documentation in imgui.cpp for more details.
IMPLOT_API void SetImGuiContext(ImGuiContext* ctx);
//-----------------------------------------------------------------------------
// [SECTION] Begin/End Plot
//-----------------------------------------------------------------------------
// Starts a 2D plotting context. If this function returns true, EndPlot() MUST
// be called! You are encouraged to use the following convention:
//
// if (BeginPlot(...)) {
// PlotLine(...);
// ...
// EndPlot();
// }
//
// Important notes:
//
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MyPlot##HiddenIdText" or "##NoTitle").
// - #size is the **frame** size of the plot widget, not the plot area. The default
// size of plots (i.e. when ImVec2(0,0)) can be modified in your ImPlotStyle.
IMPLOT_API bool BeginPlot(const char* title_id, const ImVec2& size=ImVec2(-1,0), ImPlotFlags flags=0);
// Only call EndPlot() if BeginPlot() returns true! Typically called at the end
// of an if statement conditioned on BeginPlot(). See example above.
IMPLOT_API void EndPlot();
//-----------------------------------------------------------------------------
// [SECTION] Begin/End Subplots
//-----------------------------------------------------------------------------
// Starts a subdivided plotting context. If the function returns true,
// EndSubplots() MUST be called! Call BeginPlot/EndPlot AT MOST [rows*cols]
// times in between the begining and end of the subplot context. Plots are
// added in row major order.
//
// Example:
//
// if (BeginSubplots("My Subplot",2,3,ImVec2(800,400)) {
// for (int i = 0; i < 6; ++i) {
// if (BeginPlot(...)) {
// ImPlot::PlotLine(...);
// ...
// EndPlot();
// }
// }
// EndSubplots();
// }
//
// Produces:
//
// [0] | [1] | [2]
// ----|-----|----
// [3] | [4] | [5]
//
// Important notes:
//
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MySubplot##HiddenIdText" or "##NoTitle").
// - #rows and #cols must be greater than 0.
// - #size is the size of the entire grid of subplots, not the individual plots
// - #row_ratios and #col_ratios must have AT LEAST #rows and #cols elements,
// respectively. These are the sizes of the rows and columns expressed in ratios.
// If the user adjusts the dimensions, the arrays are updated with new ratios.
//
// Important notes regarding BeginPlot from inside of BeginSubplots:
//
// - The #title_id parameter of _BeginPlot_ (see above) does NOT have to be
// unique when called inside of a subplot context. Subplot IDs are hashed
// for your convenience so you don't have call PushID or generate unique title
// strings. Simply pass an empty string to BeginPlot unless you want to title
// each subplot.
// - The #size parameter of _BeginPlot_ (see above) is ignored when inside of a
// subplot context. The actual size of the subplot will be based on the
// #size value you pass to _BeginSubplots_ and #row/#col_ratios if provided.
IMPLOT_API bool BeginSubplots(const char* title_id,
int rows,
int cols,
const ImVec2& size,
ImPlotSubplotFlags flags = 0,
float* row_ratios = nullptr,
float* col_ratios = nullptr);
// Only call EndSubplots() if BeginSubplots() returns true! Typically called at the end
// of an if statement conditioned on BeginSublots(). See example above.
IMPLOT_API void EndSubplots();
//-----------------------------------------------------------------------------
// [SECTION] Setup
//-----------------------------------------------------------------------------
// The following API allows you to setup and customize various aspects of the
// current plot. The functions should be called immediately after BeginPlot
// and before any other API calls. Typical usage is as follows:
// if (BeginPlot(...)) { 1) begin a new plot
// SetupAxis(ImAxis_X1, "My X-Axis"); 2) make Setup calls
// SetupAxis(ImAxis_Y1, "My Y-Axis");
// SetupLegend(ImPlotLocation_North);
// ...
// SetupFinish(); 3) [optional] explicitly finish setup
// PlotLine(...); 4) plot items
// ...
// EndPlot(); 5) end the plot
// }
//
// Important notes:
//
// - Always call Setup code at the top of your BeginPlot conditional statement.
// - Setup is locked once you start plotting or explicitly call SetupFinish.
// Do NOT call Setup code after you begin plotting or after you make
// any non-Setup API calls (e.g. utils like PlotToPixels also lock Setup)
// - Calling SetupFinish is OPTIONAL, but probably good practice. If you do not
// call it yourself, then the first subsequent plotting or utility function will
// call it for you.
// Enables an axis or sets the label and/or flags for an existing axis. Leave #label = nullptr for no label.
IMPLOT_API void SetupAxis(ImAxis axis, const char* label=nullptr, ImPlotAxisFlags flags=0);
// Sets an axis range limits. If ImPlotCond_Always is used, the axes limits will be locked. Inversion with v_min > v_max is not supported; use SetupAxisLimits instead.
IMPLOT_API void SetupAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once);
// Links an axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot.
IMPLOT_API void SetupAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Sets the format of numeric axis labels via formater specifier (default="%g"). Formated values will be double (i.e. use %f).
IMPLOT_API void SetupAxisFormat(ImAxis axis, const char* fmt);
// Sets the format of numeric axis labels via formatter callback. Given #value, write a label into #buff. Optionally pass user data.
IMPLOT_API void SetupAxisFormat(ImAxis axis, ImPlotFormatter formatter, void* data=nullptr);
// Sets an axis' ticks and optionally the labels. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetupAxisTicks(ImAxis axis, const double* values, int n_ticks, const char* const labels[]=nullptr, bool keep_default=false);
// Sets an axis' ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetupAxisTicks(ImAxis axis, double v_min, double v_max, int n_ticks, const char* const labels[]=nullptr, bool keep_default=false);
// Sets an axis' scale using built-in options.
IMPLOT_API void SetupAxisScale(ImAxis axis, ImPlotScale scale);
// Sets an axis' scale using user supplied forward and inverse transfroms.
IMPLOT_API void SetupAxisScale(ImAxis axis, ImPlotTransform forward, ImPlotTransform inverse, void* data=nullptr);
// Sets an axis' limits constraints.
IMPLOT_API void SetupAxisLimitsConstraints(ImAxis axis, double v_min, double v_max);
// Sets an axis' zoom constraints.
IMPLOT_API void SetupAxisZoomConstraints(ImAxis axis, double z_min, double z_max);
// Sets the label and/or flags for primary X and Y axes (shorthand for two calls to SetupAxis).
IMPLOT_API void SetupAxes(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags=0, ImPlotAxisFlags y_flags=0);
// Sets the primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once);
// Sets up the plot legend. This can also be called immediately after BeginSubplots when using ImPlotSubplotFlags_ShareItems.
IMPLOT_API void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags=0);
// Set the location of the current plot's mouse position text (default = South|East).
IMPLOT_API void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags=0);
// Explicitly finalize plot setup. Once you call this, you cannot make anymore Setup calls for the current plot!
// Note that calling this function is OPTIONAL; it will be called by the first subsequent setup-locking API call.
IMPLOT_API void SetupFinish();
//-----------------------------------------------------------------------------
// [SECTION] SetNext
//-----------------------------------------------------------------------------
// Though you should default to the `Setup` API above, there are some scenarios
// where (re)configuring a plot or axis before `BeginPlot` is needed (e.g. if
// using a preceding button or slider widget to change the plot limits). In
// this case, you can use the `SetNext` API below. While this is not as feature
// rich as the Setup API, most common needs are provided. These functions can be
// called anwhere except for inside of `Begin/EndPlot`. For example:
// if (ImGui::Button("Center Plot"))
// ImPlot::SetNextPlotLimits(-1,1,-1,1);
// if (ImPlot::BeginPlot(...)) {
// ...
// ImPlot::EndPlot();
// }
//
// Important notes:
//
// - You must still enable non-default axes with SetupAxis for these functions
// to work properly.
// Sets an upcoming axis range limits. If ImPlotCond_Always is used, the axes limits will be locked.
IMPLOT_API void SetNextAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once);
// Links an upcoming axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot!
IMPLOT_API void SetNextAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Set an upcoming axis to auto fit to its data.
IMPLOT_API void SetNextAxisToFit(ImAxis axis);
// Sets the upcoming primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API void SetNextAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once);
// Sets all upcoming axes to auto fit to their data.
IMPLOT_API void SetNextAxesToFit();
//-----------------------------------------------------------------------------
// [SECTION] Plot Items
//-----------------------------------------------------------------------------
// The main plotting API is provied below. Call these functions between
// Begin/EndPlot and after any Setup API calls. Each plots data on the current
// x and y axes, which can be changed with `SetAxis/Axes`.
//
// The templated functions are explicitly instantiated in implot_items.cpp.
// They are not intended to be used generically with custom types. You will get
// a linker error if you try! All functions support the following scalar types:
//
// float, double, ImS8, ImU8, ImS16, ImU16, ImS32, ImU32, ImS64, ImU64
//
//
// If you need to plot custom or non-homogenous data you have a few options:
//
// 1. If your data is a simple struct/class (e.g. Vector2f), you can use striding.
// This is the most performant option if applicable.
//
// struct Vector2f { float X, Y; };
// ...
// Vector2f data[42];
// ImPlot::PlotLine("line", &data[0].x, &data[0].y, 42, 0, 0, sizeof(Vector2f));
//
// 2. Write a custom getter C function or C++ lambda and pass it and optionally your data to
// an ImPlot function post-fixed with a G (e.g. PlotScatterG). This has a slight performance
// cost, but probably not enough to worry about unless your data is very large. Examples:
//
// ImPlotPoint MyDataGetter(void* data, int idx) {
// MyData* my_data = (MyData*)data;
// ImPlotPoint p;
// p.x = my_data->GetTime(idx);
// p.y = my_data->GetValue(idx);
// return p
// }
// ...
// auto my_lambda = [](int idx, void*) {
// double t = idx / 999.0;
// return ImPlotPoint(t, 0.5+0.5*std::sin(2*PI*10*t));
// };
// ...
// if (ImPlot::BeginPlot("MyPlot")) {
// MyData my_data;
// ImPlot::PlotScatterG("scatter", MyDataGetter, &my_data, my_data.Size());
// ImPlot::PlotLineG("line", my_lambda, nullptr, 1000);
// ImPlot::EndPlot();
// }
//
// NB: All types are converted to double before plotting. You may lose information
// if you try plotting extremely large 64-bit integral types. Proceed with caution!
// Plots a standard 2D line plot.
IMPLOT_TMP void PlotLine(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotLineFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotLine(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotLineG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotLineFlags flags=0);
// Plots a standard 2D scatter plot. Default marker is ImPlotMarker_Circle.
IMPLOT_TMP void PlotScatter(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotScatterFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotScatter(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotScatterG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotScatterFlags flags=0);
// Plots a a stairstep graph. The y value is continued constantly to the right from every x position, i.e. the interval [x[i], x[i+1]) has the value y[i]
IMPLOT_TMP void PlotStairs(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotStairsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotStairs(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotStairsG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotStairsFlags flags=0);
// Plots a shaded (filled) region between two lines, or a line and a horizontal reference. Set yref to +/-INFINITY for infinite fill extents.
IMPLOT_TMP void PlotShaded(const char* label_id, const T* values, int count, double yref=0, double xscale=1, double xstart=0, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys, int count, double yref=0, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotShadedG(const char* label_id, ImPlotGetter getter1, void* data1, ImPlotGetter getter2, void* data2, int count, ImPlotShadedFlags flags=0);
// Plots a bar graph. Vertical by default. #bar_size and #shift are in plot units.
IMPLOT_TMP void PlotBars(const char* label_id, const T* values, int count, double bar_size=0.67, double shift=0, ImPlotBarsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotBars(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotBarsG(const char* label_id, ImPlotGetter getter, void* data, int count, double bar_size, ImPlotBarsFlags flags=0);
// Plots a group of bars. #values is a row-major matrix with #item_count rows and #group_count cols. #label_ids should have #item_count elements.
IMPLOT_TMP void PlotBarGroups(const char* const label_ids[], const T* values, int item_count, int group_count, double group_size=0.67, double shift=0, ImPlotBarGroupsFlags flags=0);
// Plots vertical error bar. The label_id should be the same as the label_id of the associated line or bar plot.
IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags=0, int offset=0, int stride=sizeof(T));
// Plots stems. Vertical by default.
IMPLOT_TMP void PlotStems(const char* label_id, const T* values, int count, double ref=0, double scale=1, double start=0, ImPlotStemsFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotStems(const char* label_id, const T* xs, const T* ys, int count, double ref=0, ImPlotStemsFlags flags=0, int offset=0, int stride=sizeof(T));
// Plots infinite vertical or horizontal lines (e.g. for references or asymptotes).
IMPLOT_TMP void PlotInfLines(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags=0, int offset=0, int stride=sizeof(T));
// Plots a pie chart. Center and radius are in plot units. #label_fmt can be set to nullptr for no labels.
IMPLOT_TMP void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt, void* fmt_data=nullptr, double angle0=90, ImPlotPieChartFlags flags=0);
IMPLOT_TMP void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, const char* label_fmt="%.1f", double angle0=90, ImPlotPieChartFlags flags=0);
// Plots a 2D heatmap chart. Values are expected to be in row-major order by default. Leave #scale_min and scale_max both at 0 for automatic color scaling, or set them to a predefined range. #label_fmt can be set to nullptr for no labels.
IMPLOT_TMP void PlotHeatmap(const char* label_id, const T* values, int rows, int cols, double scale_min=0, double scale_max=0, const char* label_fmt="%.1f", const ImPlotPoint& bounds_min=ImPlotPoint(0,0), const ImPlotPoint& bounds_max=ImPlotPoint(1,1), ImPlotHeatmapFlags flags=0);
// Plots a horizontal histogram. #bins can be a positive integer or an ImPlotBin_ method. If #range is left unspecified, the min/max of #values will be used as the range.
// Otherwise, outlier values outside of the range are not binned. The largest bin count or density is returned.
IMPLOT_TMP double PlotHistogram(const char* label_id, const T* values, int count, int bins=ImPlotBin_Sturges, double bar_scale=1.0, ImPlotRange range=ImPlotRange(), ImPlotHistogramFlags flags=0);
// Plots two dimensional, bivariate histogram as a heatmap. #x_bins and #y_bins can be a positive integer or an ImPlotBin. If #range is left unspecified, the min/max of
// #xs an #ys will be used as the ranges. Otherwise, outlier values outside of range are not binned. The largest bin count or density is returned.
IMPLOT_TMP double PlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count, int x_bins=ImPlotBin_Sturges, int y_bins=ImPlotBin_Sturges, ImPlotRect range=ImPlotRect(), ImPlotHistogramFlags flags=0);
// Plots digital data. Digital plots do not respond to y drag or zoom, and are always referenced to the bottom of the plot.
IMPLOT_TMP void PlotDigital(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags=0, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotDigitalG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotDigitalFlags flags=0);
// Plots an axis-aligned image. #bounds_min/bounds_max are in plot coordinates (y-up) and #uv0/uv1 are in texture coordinates (y-down).
IMPLOT_API void PlotImage(const char* label_id, ImTextureID user_texture_id, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, const ImVec2& uv0=ImVec2(0,0), const ImVec2& uv1=ImVec2(1,1), const ImVec4& tint_col=ImVec4(1,1,1,1), ImPlotImageFlags flags=0);
// Plots a centered text label at point x,y with an optional pixel offset. Text color can be changed with ImPlot::PushStyleColor(ImPlotCol_InlayText, ...).
IMPLOT_API void PlotText(const char* text, double x, double y, const ImVec2& pix_offset=ImVec2(0,0), ImPlotTextFlags flags=0);
// Plots a dummy item (i.e. adds a legend entry colored by ImPlotCol_Line)
IMPLOT_API void PlotDummy(const char* label_id, ImPlotDummyFlags flags=0);
//-----------------------------------------------------------------------------
// [SECTION] Plot Tools
//-----------------------------------------------------------------------------
// The following can be used to render interactive elements and/or annotations.
// Like the item plotting functions above, they apply to the current x and y
// axes, which can be changed with `SetAxis/SetAxes`. These functions return true
// when user interaction causes the provided coordinates to change. Additional
// user interactions can be retrieved through the optional output parameters.
// Shows a draggable point at x,y. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragPoint(int id, double* x, double* y, const ImVec4& col, float size = 4, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr);
// Shows a draggable vertical guide line at an x-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineX(int id, double* x, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr);
// Shows a draggable horizontal guide line at a y-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineY(int id, double* y, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr);
// Shows a draggable and resizeable rectangle.
IMPLOT_API bool DragRect(int id, double* x1, double* y1, double* x2, double* y2, const ImVec4& col, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr);
// Shows an annotation callout at a chosen point. Clamping keeps annotations in the plot area. Annotations are always rendered on top.
IMPLOT_API void Annotation(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, bool round = false);
IMPLOT_API void Annotation(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, const char* fmt, ...) IM_FMTARGS(6);
IMPLOT_API void AnnotationV(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, const char* fmt, va_list args) IM_FMTLIST(6);
// Shows a x-axis tag at the specified coordinate value.
IMPLOT_API void TagX(double x, const ImVec4& col, bool round = false);
IMPLOT_API void TagX(double x, const ImVec4& col, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API void TagXV(double x, const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(3);
// Shows a y-axis tag at the specified coordinate value.
IMPLOT_API void TagY(double y, const ImVec4& col, bool round = false);
IMPLOT_API void TagY(double y, const ImVec4& col, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API void TagYV(double y, const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(3);
//-----------------------------------------------------------------------------
// [SECTION] Plot Utils
//-----------------------------------------------------------------------------
// Select which axis/axes will be used for subsequent plot elements.
IMPLOT_API void SetAxis(ImAxis axis);
IMPLOT_API void SetAxes(ImAxis x_axis, ImAxis y_axis);
// Convert pixels to a position in the current plot's coordinate system. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotPoint PixelsToPlot(const ImVec2& pix, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImPlotPoint PixelsToPlot(float x, float y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Convert a position in the current plot's coordinate system to pixels. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImVec2 PlotToPixels(const ImPlotPoint& plt, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImVec2 PlotToPixels(double x, double y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Get the current Plot position (top-left) in pixels.
IMPLOT_API ImVec2 GetPlotPos();
// Get the curent Plot size in pixels.
IMPLOT_API ImVec2 GetPlotSize();
// Returns the mouse position in x,y coordinates of the current plot. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotPoint GetPlotMousePos(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Returns the current plot axis range.
IMPLOT_API ImPlotRect GetPlotLimits(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Returns true if the plot area in the current plot is hovered.
IMPLOT_API bool IsPlotHovered();
// Returns true if the axis label area in the current plot is hovered.
IMPLOT_API bool IsAxisHovered(ImAxis axis);
// Returns true if the bounding frame of a subplot is hovered.
IMPLOT_API bool IsSubplotsHovered();
// Returns true if the current plot is being box selected.
IMPLOT_API bool IsPlotSelected();
// Returns the current plot box selection bounds. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotRect GetPlotSelection(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Cancels a the current plot box selection.
IMPLOT_API void CancelPlotSelection();
// Hides or shows the next plot item (i.e. as if it were toggled from the legend).
// Use ImPlotCond_Always if you need to forcefully set this every frame.
IMPLOT_API void HideNextItem(bool hidden = true, ImPlotCond cond = ImPlotCond_Once);
// Use the following around calls to Begin/EndPlot to align l/r/t/b padding.
// Consider using Begin/EndSubplots first. They are more feature rich and
// accomplish the same behaviour by default. The functions below offer lower
// level control of plot alignment.
// Align axis padding over multiple plots in a single row or column. #group_id must
// be unique. If this function returns true, EndAlignedPlots() must be called.
IMPLOT_API bool BeginAlignedPlots(const char* group_id, bool vertical = true);
// Only call EndAlignedPlots() if BeginAlignedPlots() returns true!
IMPLOT_API void EndAlignedPlots();
//-----------------------------------------------------------------------------
// [SECTION] Legend Utils
//-----------------------------------------------------------------------------
// Begin a popup for a legend entry.
IMPLOT_API bool BeginLegendPopup(const char* label_id, ImGuiMouseButton mouse_button=1);
// End a popup for a legend entry.
IMPLOT_API void EndLegendPopup();
// Returns true if a plot item legend entry is hovered.
IMPLOT_API bool IsLegendEntryHovered(const char* label_id);
//-----------------------------------------------------------------------------
// [SECTION] Drag and Drop
//-----------------------------------------------------------------------------
// Turns the current plot's plotting area into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetPlot();
// Turns the current plot's X-axis into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetAxis(ImAxis axis);
// Turns the current plot's legend into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetLegend();
// Ends a drag and drop target (currently just an alias for ImGui::EndDragDropTarget).
IMPLOT_API void EndDragDropTarget();
// NB: By default, plot and axes drag and drop *sources* require holding the Ctrl modifier to initiate the drag.
// You can change the modifier if desired. If ImGuiMod_None is provided, the axes will be locked from panning.
// Turns the current plot's plotting area into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourcePlot(ImGuiDragDropFlags flags=0);
// Turns the current plot's X-axis into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceAxis(ImAxis axis, ImGuiDragDropFlags flags=0);
// Turns an item in the current plot's legend into drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags=0);
// Ends a drag and drop source (currently just an alias for ImGui::EndDragDropSource).
IMPLOT_API void EndDragDropSource();
//-----------------------------------------------------------------------------
// [SECTION] Styling
//-----------------------------------------------------------------------------
// Styling colors in ImPlot works similarly to styling colors in ImGui, but
// with one important difference. Like ImGui, all style colors are stored in an
// indexable array in ImPlotStyle. You can permanently modify these values through
// GetStyle().Colors, or temporarily modify them with Push/Pop functions below.
// However, by default all style colors in ImPlot default to a special color
// IMPLOT_AUTO_COL. The behavior of this color depends upon the style color to
// which it as applied:
//
// 1) For style colors associated with plot items (e.g. ImPlotCol_Line),
// IMPLOT_AUTO_COL tells ImPlot to color the item with the next unused
// color in the current colormap. Thus, every item will have a different
// color up to the number of colors in the colormap, at which point the
// colormap will roll over. For most use cases, you should not need to
// set these style colors to anything but IMPLOT_COL_AUTO; you are
// probably better off changing the current colormap. However, if you
// need to explicitly color a particular item you may either Push/Pop
// the style color around the item in question, or use the SetNextXXXStyle
// API below. If you permanently set one of these style colors to a specific
// color, or forget to call Pop, then all subsequent items will be styled
// with the color you set.
//
// 2) For style colors associated with plot styling (e.g. ImPlotCol_PlotBg),
// IMPLOT_AUTO_COL tells ImPlot to set that color from color data in your
// **ImGuiStyle**. The ImGuiCol_ that these style colors default to are
// detailed above, and in general have been mapped to produce plots visually
// consistent with your current ImGui style. Of course, you are free to
// manually set these colors to whatever you like, and further can Push/Pop
// them around individual plots for plot-specific styling (e.g. coloring axes).
// Provides access to plot style structure for permanant modifications to colors, sizes, etc.
IMPLOT_API ImPlotStyle& GetStyle();
// Style plot colors for current ImGui style (default).
IMPLOT_API void StyleColorsAuto(ImPlotStyle* dst = nullptr);
// Style plot colors for ImGui "Classic".
IMPLOT_API void StyleColorsClassic(ImPlotStyle* dst = nullptr);
// Style plot colors for ImGui "Dark".
IMPLOT_API void StyleColorsDark(ImPlotStyle* dst = nullptr);
// Style plot colors for ImGui "Light".
IMPLOT_API void StyleColorsLight(ImPlotStyle* dst = nullptr);
// Use PushStyleX to temporarily modify your ImPlotStyle. The modification
// will last until the matching call to PopStyleX. You MUST call a pop for
// every push, otherwise you will leak memory! This behaves just like ImGui.
// Temporarily modify a style color. Don't forget to call PopStyleColor!
IMPLOT_API void PushStyleColor(ImPlotCol idx, ImU32 col);
IMPLOT_API void PushStyleColor(ImPlotCol idx, const ImVec4& col);
// Undo temporary style color modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API void PopStyleColor(int count = 1);
// Temporarily modify a style variable of float type. Don't forget to call PopStyleVar!
IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, float val);
// Temporarily modify a style variable of int type. Don't forget to call PopStyleVar!
IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, int val);
// Temporarily modify a style variable of ImVec2 type. Don't forget to call PopStyleVar!
IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, const ImVec2& val);
// Undo temporary style variable modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API void PopStyleVar(int count = 1);
// The following can be used to modify the style of the next plot item ONLY. They do
// NOT require calls to PopStyleX. Leave style attributes you don't want modified to
// IMPLOT_AUTO or IMPLOT_AUTO_COL. Automatic styles will be deduced from the current
// values in your ImPlotStyle or from Colormap data.
// Set the line color and weight for the next item only.
IMPLOT_API void SetNextLineStyle(const ImVec4& col = IMPLOT_AUTO_COL, float weight = IMPLOT_AUTO);
// Set the fill color for the next item only.
IMPLOT_API void SetNextFillStyle(const ImVec4& col = IMPLOT_AUTO_COL, float alpha_mod = IMPLOT_AUTO);
// Set the marker style for the next item only.
IMPLOT_API void SetNextMarkerStyle(ImPlotMarker marker = IMPLOT_AUTO, float size = IMPLOT_AUTO, const ImVec4& fill = IMPLOT_AUTO_COL, float weight = IMPLOT_AUTO, const ImVec4& outline = IMPLOT_AUTO_COL);
// Set the error bar style for the next item only.
IMPLOT_API void SetNextErrorBarStyle(const ImVec4& col = IMPLOT_AUTO_COL, float size = IMPLOT_AUTO, float weight = IMPLOT_AUTO);
// Gets the last item primary color (i.e. its legend icon color)
IMPLOT_API ImVec4 GetLastItemColor();
// Returns the null terminated string name for an ImPlotCol.
IMPLOT_API const char* GetStyleColorName(ImPlotCol idx);
// Returns the null terminated string name for an ImPlotMarker.
IMPLOT_API const char* GetMarkerName(ImPlotMarker idx);
//-----------------------------------------------------------------------------
// [SECTION] Colormaps
//-----------------------------------------------------------------------------
// Item styling is based on colormaps when the relevant ImPlotCol_XXX is set to
// IMPLOT_AUTO_COL (default). Several built-in colormaps are available. You can
// add and then push/pop your own colormaps as well. To permanently set a colormap,
// modify the Colormap index member of your ImPlotStyle.
// Colormap data will be ignored and a custom color will be used if you have done one of the following:
// 1) Modified an item style color in your ImPlotStyle to anything other than IMPLOT_AUTO_COL.
// 2) Pushed an item style color using PushStyleColor().
// 3) Set the next item style with a SetNextXXXStyle function.
// Add a new colormap. The color data will be copied. The colormap can be used by pushing either the returned index or the
// string name with PushColormap. The colormap name must be unique and the size must be greater than 1. You will receive
// an assert otherwise! By default colormaps are considered to be qualitative (i.e. discrete). If you want to create a
// continuous colormap, set #qual=false. This will treat the colors you provide as keys, and ImPlot will build a linearly
// interpolated lookup table. The memory footprint of this table will be exactly ((size-1)*255+1)*4 bytes.
IMPLOT_API ImPlotColormap AddColormap(const char* name, const ImVec4* cols, int size, bool qual=true);
IMPLOT_API ImPlotColormap AddColormap(const char* name, const ImU32* cols, int size, bool qual=true);
// Returns the number of available colormaps (i.e. the built-in + user-added count).
IMPLOT_API int GetColormapCount();
// Returns a null terminated string name for a colormap given an index. Returns nullptr if index is invalid.
IMPLOT_API const char* GetColormapName(ImPlotColormap cmap);
// Returns an index number for a colormap given a valid string name. Returns -1 if name is invalid.
IMPLOT_API ImPlotColormap GetColormapIndex(const char* name);
// Temporarily switch to one of the built-in (i.e. ImPlotColormap_XXX) or user-added colormaps (i.e. a return value of AddColormap). Don't forget to call PopColormap!
IMPLOT_API void PushColormap(ImPlotColormap cmap);
// Push a colormap by string name. Use built-in names such as "Default", "Deep", "Jet", etc. or a string you provided to AddColormap. Don't forget to call PopColormap!
IMPLOT_API void PushColormap(const char* name);
// Undo temporary colormap modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API void PopColormap(int count = 1);
// Returns the next color from the current colormap and advances the colormap for the current plot.
// Can also be used with no return value to skip colors if desired. You need to call this between Begin/EndPlot!
IMPLOT_API ImVec4 NextColormapColor();
// Colormap utils. If cmap = IMPLOT_AUTO (default), the current colormap is assumed.
// Pass an explicit colormap index (built-in or user-added) to specify otherwise.
// Returns the size of a colormap.
IMPLOT_API int GetColormapSize(ImPlotColormap cmap = IMPLOT_AUTO);
// Returns a color from a colormap given an index >= 0 (modulo will be performed).
IMPLOT_API ImVec4 GetColormapColor(int idx, ImPlotColormap cmap = IMPLOT_AUTO);
// Sample a color from the current colormap given t between 0 and 1.
IMPLOT_API ImVec4 SampleColormap(float t, ImPlotColormap cmap = IMPLOT_AUTO);
// Shows a vertical color scale with linear spaced ticks using the specified color map. Use double hashes to hide label (e.g. "##NoLabel"). If scale_min > scale_max, the scale to color mapping will be reversed.
IMPLOT_API void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size = ImVec2(0,0), const char* format = "%g", ImPlotColormapScaleFlags flags = 0, ImPlotColormap cmap = IMPLOT_AUTO);
// Shows a horizontal slider with a colormap gradient background. Optionally returns the color sampled at t in [0 1].
IMPLOT_API bool ColormapSlider(const char* label, float* t, ImVec4* out = nullptr, const char* format = "", ImPlotColormap cmap = IMPLOT_AUTO);
// Shows a button with a colormap gradient brackground.
IMPLOT_API bool ColormapButton(const char* label, const ImVec2& size = ImVec2(0,0), ImPlotColormap cmap = IMPLOT_AUTO);
// When items in a plot sample their color from a colormap, the color is cached and does not change
// unless explicitly overriden. Therefore, if you change the colormap after the item has already been plotted,
// item colors will NOT update. If you need item colors to resample the new colormap, then use this
// function to bust the cached colors. If #plot_title_id is nullptr, then every item in EVERY existing plot
// will be cache busted. Otherwise only the plot specified by #plot_title_id will be busted. For the
// latter, this function must be called in the same ImGui ID scope that the plot is in. You should rarely if ever
// need this function, but it is available for applications that require runtime colormap swaps (e.g. Heatmaps demo).
IMPLOT_API void BustColorCache(const char* plot_title_id = nullptr);
//-----------------------------------------------------------------------------
// [SECTION] Input Mapping
//-----------------------------------------------------------------------------
// Provides access to input mapping structure for permanant modifications to controls for pan, select, etc.
IMPLOT_API ImPlotInputMap& GetInputMap();
// Default input mapping: pan = LMB drag, box select = RMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API void MapInputDefault(ImPlotInputMap* dst = nullptr);
// Reverse input mapping: pan = RMB drag, box select = LMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API void MapInputReverse(ImPlotInputMap* dst = nullptr);
//-----------------------------------------------------------------------------
// [SECTION] Miscellaneous
//-----------------------------------------------------------------------------
// Render icons similar to those that appear in legends (nifty for data lists).
IMPLOT_API void ItemIcon(const ImVec4& col);
IMPLOT_API void ItemIcon(ImU32 col);
IMPLOT_API void ColormapIcon(ImPlotColormap cmap);
// Get the plot draw list for custom rendering to the current plot area. Call between Begin/EndPlot.
IMPLOT_API ImDrawList* GetPlotDrawList();
// Push clip rect for rendering to current plot area. The rect can be expanded or contracted by #expand pixels. Call between Begin/EndPlot.
IMPLOT_API void PushPlotClipRect(float expand=0);
// Pop plot clip rect. Call between Begin/EndPlot.
IMPLOT_API void PopPlotClipRect();
// Shows ImPlot style selector dropdown menu.
IMPLOT_API bool ShowStyleSelector(const char* label);
// Shows ImPlot colormap selector dropdown menu.
IMPLOT_API bool ShowColormapSelector(const char* label);
// Shows ImPlot input map selector dropdown menu.
IMPLOT_API bool ShowInputMapSelector(const char* label);
// Shows ImPlot style editor block (not a window).
IMPLOT_API void ShowStyleEditor(ImPlotStyle* ref = nullptr);
// Add basic help/info block for end users (not a window).
IMPLOT_API void ShowUserGuide();
// Shows ImPlot metrics/debug information window.
IMPLOT_API void ShowMetricsWindow(bool* p_popen = nullptr);
//-----------------------------------------------------------------------------
// [SECTION] Demo
//-----------------------------------------------------------------------------
// Shows the ImPlot demo window (add implot_demo.cpp to your sources!)
IMPLOT_API void ShowDemoWindow(bool* p_open = nullptr);
} // namespace ImPlot
//-----------------------------------------------------------------------------
// [SECTION] Obsolete API
//-----------------------------------------------------------------------------
// The following functions will be removed! Keep your copy of implot up to date!
// Occasionally set '#define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS' to stay ahead.
// If you absolutely must use these functions and do not want to receive compiler
// warnings, set '#define IMPLOT_DISABLE_OBSOLETE_WARNINGS'.
#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS
#ifndef IMPLOT_DISABLE_DEPRECATED_WARNINGS
#if __cplusplus > 201402L
#define IMPLOT_DEPRECATED(method) [[deprecated]] method
#elif defined( __GNUC__ ) && !defined( __INTEL_COMPILER ) && ( __GNUC__ > 3 || ( __GNUC__ == 3 && __GNUC_MINOR__ >= 1 ) )
#define IMPLOT_DEPRECATED(method) method __attribute__( ( deprecated ) )
#elif defined( _MSC_VER )
#define IMPLOT_DEPRECATED(method) __declspec(deprecated) method
#else
#define IMPLOT_DEPRECATED(method) method
#endif
#else
#define IMPLOT_DEPRECATED(method) method
#endif
enum ImPlotFlagsObsolete_ {
ImPlotFlags_YAxis2 = 1 << 20,
ImPlotFlags_YAxis3 = 1 << 21,
};
namespace ImPlot {
// OBSOLETED in v0.13 -> PLANNED REMOVAL in v1.0
IMPLOT_DEPRECATED( IMPLOT_API bool BeginPlot(const char* title_id,
const char* x_label, // = nullptr,
const char* y_label, // = nullptr,
const ImVec2& size = ImVec2(-1,0),
ImPlotFlags flags = ImPlotFlags_None,
ImPlotAxisFlags x_flags = 0,
ImPlotAxisFlags y_flags = 0,
ImPlotAxisFlags y2_flags = ImPlotAxisFlags_AuxDefault,
ImPlotAxisFlags y3_flags = ImPlotAxisFlags_AuxDefault,
const char* y2_label = nullptr,
const char* y3_label = nullptr) );
} // namespace ImPlot
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imstb_truetype.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.26.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
// stb_truetype.h - v1.26 - public domain
// authored from 2009-2021 by Sean Barrett / RAD Game Tools
//
// =======================================================================
//
// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
//
// This library does no range checking of the offsets found in the file,
// meaning an attacker can use it to read arbitrary memory.
//
// =======================================================================
//
// This library processes TrueType files:
// parse files
// extract glyph metrics
// extract glyph shapes
// render glyphs to one-channel bitmaps with antialiasing (box filter)
// render glyphs to one-channel SDF bitmaps (signed-distance field/function)
//
// Todo:
// non-MS cmaps
// crashproof on bad data
// hinting? (no longer patented)
// cleartype-style AA?
// optimize: use simple memory allocator for intermediates
// optimize: build edge-list directly from curves
// optimize: rasterize directly from curves?
//
// ADDITIONAL CONTRIBUTORS
//
// Mikko Mononen: compound shape support, more cmap formats
// Tor Andersson: kerning, subpixel rendering
// Dougall Johnson: OpenType / Type 2 font handling
// Daniel Ribeiro Maciel: basic GPOS-based kerning
//
// Misc other:
// Ryan Gordon
// Simon Glass
// github:IntellectualKitty
// Imanol Celaya
// Daniel Ribeiro Maciel
//
// Bug/warning reports/fixes:
// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe
// Cass Everitt Martins Mozeiko github:aloucks
// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam
// Brian Hook Omar Cornut github:vassvik
// Walter van Niftrik Ryan Griege
// David Gow Peter LaValle
// David Given Sergey Popov
// Ivan-Assen Ivanov Giumo X. Clanjor
// Anthony Pesch Higor Euripedes
// Johan Duparc Thomas Fields
// Hou Qiming Derek Vinyard
// Rob Loach Cort Stratton
// Kenney Phillis Jr. Brian Costabile
// Ken Voskuil (kaesve)
//
// VERSION HISTORY
//
// 1.26 (2021-08-28) fix broken rasterizer
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix
// 1.16 (2017-07-12) SDF support
// 1.15 (2017-03-03) make more arguments const
// 1.14 (2017-01-16) num-fonts-in-TTC function
// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.11 (2016-04-02) fix unused-variable warning
// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
// variant PackFontRanges to pack and render in separate phases;
// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
// fixed an assert() bug in the new rasterizer
// replace assert() with STBTT_assert() in new rasterizer
//
// Full history can be found at the end of this file.
//
// LICENSE
//
// See end of file for license information.
//
// USAGE
//
// Include this file in whatever places need to refer to it. In ONE C/C++
// file, write:
// #define STB_TRUETYPE_IMPLEMENTATION
// before the #include of this file. This expands out the actual
// implementation into that C/C++ file.
//
// To make the implementation private to the file that generates the implementation,
// #define STBTT_STATIC
//
// Simple 3D API (don't ship this, but it's fine for tools and quick start)
// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture
// stbtt_GetBakedQuad() -- compute quad to draw for a given char
//
// Improved 3D API (more shippable):
// #include "stb_rect_pack.h" -- optional, but you really want it
// stbtt_PackBegin()
// stbtt_PackSetOversampling() -- for improved quality on small fonts
// stbtt_PackFontRanges() -- pack and renders
// stbtt_PackEnd()
// stbtt_GetPackedQuad()
//
// "Load" a font file from a memory buffer (you have to keep the buffer loaded)
// stbtt_InitFont()
// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections
// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections
//
// Render a unicode codepoint to a bitmap
// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap
// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide
// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be
//
// Character advance/positioning
// stbtt_GetCodepointHMetrics()
// stbtt_GetFontVMetrics()
// stbtt_GetFontVMetricsOS2()
// stbtt_GetCodepointKernAdvance()
//
// Starting with version 1.06, the rasterizer was replaced with a new,
// faster and generally-more-precise rasterizer. The new rasterizer more
// accurately measures pixel coverage for anti-aliasing, except in the case
// where multiple shapes overlap, in which case it overestimates the AA pixel
// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
// this turns out to be a problem, you can re-enable the old rasterizer with
// #define STBTT_RASTERIZER_VERSION 1
// which will incur about a 15% speed hit.
//
// ADDITIONAL DOCUMENTATION
//
// Immediately after this block comment are a series of sample programs.
//
// After the sample programs is the "header file" section. This section
// includes documentation for each API function.
//
// Some important concepts to understand to use this library:
//
// Codepoint
// Characters are defined by unicode codepoints, e.g. 65 is
// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
// the hiragana for "ma".
//
// Glyph
// A visual character shape (every codepoint is rendered as
// some glyph)
//
// Glyph index
// A font-specific integer ID representing a glyph
//
// Baseline
// Glyph shapes are defined relative to a baseline, which is the
// bottom of uppercase characters. Characters extend both above
// and below the baseline.
//
// Current Point
// As you draw text to the screen, you keep track of a "current point"
// which is the origin of each character. The current point's vertical
// position is the baseline. Even "baked fonts" use this model.
//
// Vertical Font Metrics
// The vertical qualities of the font, used to vertically position
// and space the characters. See docs for stbtt_GetFontVMetrics.
//
// Font Size in Pixels or Points
// The preferred interface for specifying font sizes in stb_truetype
// is to specify how tall the font's vertical extent should be in pixels.
// If that sounds good enough, skip the next paragraph.
//
// Most font APIs instead use "points", which are a common typographic
// measurement for describing font size, defined as 72 points per inch.
// stb_truetype provides a point API for compatibility. However, true
// "per inch" conventions don't make much sense on computer displays
// since different monitors have different number of pixels per
// inch. For example, Windows traditionally uses a convention that
// there are 96 pixels per inch, thus making 'inch' measurements have
// nothing to do with inches, and thus effectively defining a point to
// be 1.333 pixels. Additionally, the TrueType font data provides
// an explicit scale factor to scale a given font's glyphs to points,
// but the author has observed that this scale factor is often wrong
// for non-commercial fonts, thus making fonts scaled in points
// according to the TrueType spec incoherently sized in practice.
//
// DETAILED USAGE:
//
// Scale:
// Select how high you want the font to be, in points or pixels.
// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute
// a scale factor SF that will be used by all other functions.
//
// Baseline:
// You need to select a y-coordinate that is the baseline of where
// your text will appear. Call GetFontBoundingBox to get the baseline-relative
// bounding box for all characters. SF*-y0 will be the distance in pixels
// that the worst-case character could extend above the baseline, so if
// you want the top edge of characters to appear at the top of the
// screen where y=0, then you would set the baseline to SF*-y0.
//
// Current point:
// Set the current point where the first character will appear. The
// first character could extend left of the current point; this is font
// dependent. You can either choose a current point that is the leftmost
// point and hope, or add some padding, or check the bounding box or
// left-side-bearing of the first character to be displayed and set
// the current point based on that.
//
// Displaying a character:
// Compute the bounding box of the character. It will contain signed values
// relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
// then the character should be displayed in the rectangle from
// <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
//
// Advancing for the next character:
// Call GlyphHMetrics, and compute 'current_point += SF * advance'.
//
//
// ADVANCED USAGE
//
// Quality:
//
// - Use the functions with Subpixel at the end to allow your characters
// to have subpixel positioning. Since the font is anti-aliased, not
// hinted, this is very import for quality. (This is not possible with
// baked fonts.)
//
// - Kerning is now supported, and if you're supporting subpixel rendering
// then kerning is worth using to give your text a polished look.
//
// Performance:
//
// - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
// if you don't do this, stb_truetype is forced to do the conversion on
// every call.
//
// - There are a lot of memory allocations. We should modify it to take
// a temp buffer and allocate from the temp buffer (without freeing),
// should help performance a lot.
//
// NOTES
//
// The system uses the raw data found in the .ttf file without changing it
// and without building auxiliary data structures. This is a bit inefficient
// on little-endian systems (the data is big-endian), but assuming you're
// caching the bitmaps or glyph shapes this shouldn't be a big deal.
//
// It appears to be very hard to programmatically determine what font a
// given file is in a general way. I provide an API for this, but I don't
// recommend it.
//
//
// PERFORMANCE MEASUREMENTS FOR 1.06:
//
// 32-bit 64-bit
// Previous release: 8.83 s 7.68 s
// Pool allocations: 7.72 s 6.34 s
// Inline sort : 6.54 s 5.65 s
// New rasterizer : 5.63 s 5.00 s
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
////
//// SAMPLE PROGRAMS
////
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.
// See "tests/truetype_demo_win32.c" for a complete version.
#if 0
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
unsigned char ttf_buffer[1<<20];
unsigned char temp_bitmap[512*512];
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
GLuint ftex;
void my_stbtt_initfont(void)
{
fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
// can free ttf_buffer at this point
glGenTextures(1, &ftex);
glBindTexture(GL_TEXTURE_2D, ftex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
// can free temp_bitmap at this point
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void my_stbtt_print(float x, float y, char *text)
{
// assume orthographic projection with units = screen pixels, origin at top left
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ftex);
glBegin(GL_QUADS);
while (*text) {
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
}
++text;
}
glEnd();
}
#endif
//
//
//////////////////////////////////////////////////////////////////////////////
//
// Complete program (this compiles): get a single bitmap, print as ASCII art
//
#if 0
#include <stdio.h>
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
char ttf_buffer[1<<25];
int main(int argc, char **argv)
{
stbtt_fontinfo font;
unsigned char *bitmap;
int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
for (j=0; j < h; ++j) {
for (i=0; i < w; ++i)
putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
putchar('\n');
}
return 0;
}
#endif
//
// Output:
//
// .ii.
// @@@@@@.
// V@Mio@@o
// :i. V@V
// :oM@@M
// :@@@MM@M
// @@o o@M
// :@@. M@M
// @@@o@@@@
// :M@@V:@@.
//
//////////////////////////////////////////////////////////////////////////////
//
// Complete program: print "Hello World!" banner, with bugs
//
#if 0
char buffer[24<<20];
unsigned char screen[20][79];
int main(int arg, char **argv)
{
stbtt_fontinfo font;
int i,j,ascent,baseline,ch=0;
float scale, xpos=2; // leave a little padding in case the character extends left
char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, buffer, 0);
scale = stbtt_ScaleForPixelHeight(&font, 15);
stbtt_GetFontVMetrics(&font, &ascent,0,0);
baseline = (int) (ascent*scale);
while (text[ch]) {
int advance,lsb,x0,y0,x1,y1;
float x_shift = xpos - (float) floor(xpos);
stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
// note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
// because this API is really for baking character bitmaps into textures. if you want to render
// a sequence of characters, you really need to render each bitmap to a temp buffer, then
// "alpha blend" that into the working buffer
xpos += (advance * scale);
if (text[ch+1])
xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
++ch;
}
for (j=0; j < 20; ++j) {
for (i=0; i < 78; ++i)
putchar(" .:ioVM@"[screen[j][i]>>5]);
putchar('\n');
}
return 0;
}
#endif
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
////
//// INTEGRATION WITH YOUR CODEBASE
////
//// The following sections allow you to supply alternate definitions
//// of C library functions used by stb_truetype, e.g. if you don't
//// link with the C runtime library.
#ifdef STB_TRUETYPE_IMPLEMENTATION
// #define your own (u)stbtt_int8/16/32 before including to override this
#ifndef stbtt_uint8
typedef unsigned char stbtt_uint8;
typedef signed char stbtt_int8;
typedef unsigned short stbtt_uint16;
typedef signed short stbtt_int16;
typedef unsigned int stbtt_uint32;
typedef signed int stbtt_int32;
#endif
typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
// e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
#ifndef STBTT_ifloor
#include <math.h>
#define STBTT_ifloor(x) ((int) floor(x))
#define STBTT_iceil(x) ((int) ceil(x))
#endif
#ifndef STBTT_sqrt
#include <math.h>
#define STBTT_sqrt(x) sqrt(x)
#define STBTT_pow(x,y) pow(x,y)
#endif
#ifndef STBTT_fmod
#include <math.h>
#define STBTT_fmod(x,y) fmod(x,y)
#endif
#ifndef STBTT_cos
#include <math.h>
#define STBTT_cos(x) cos(x)
#define STBTT_acos(x) acos(x)
#endif
#ifndef STBTT_fabs
#include <math.h>
#define STBTT_fabs(x) fabs(x)
#endif
// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
#ifndef STBTT_malloc
#include <stdlib.h>
#define STBTT_malloc(x,u) ((void)(u),malloc(x))
#define STBTT_free(x,u) ((void)(u),free(x))
#endif
#ifndef STBTT_assert
#include <assert.h>
#define STBTT_assert(x) assert(x)
#endif
#ifndef STBTT_strlen
#include <string.h>
#define STBTT_strlen(x) strlen(x)
#endif
#ifndef STBTT_memcpy
#include <string.h>
#define STBTT_memcpy memcpy
#define STBTT_memset memset
#endif
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////
//// INTERFACE
////
////
#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
#define __STB_INCLUDE_STB_TRUETYPE_H__
#ifdef STBTT_STATIC
#define STBTT_DEF static
#else
#define STBTT_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
// private structure
typedef struct
{
unsigned char *data;
int cursor;
int size;
} stbtt__buf;
//////////////////////////////////////////////////////////////////////////////
//
// TEXTURE BAKING API
//
// If you use this API, you only have to call two functions ever.
//
typedef struct
{
unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
float xoff,yoff,xadvance;
} stbtt_bakedchar;
STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
float pixel_height, // height of font in pixels
unsigned char *pixels, int pw, int ph, // bitmap to be filled in
int first_char, int num_chars, // characters to bake
stbtt_bakedchar *chardata); // you allocate this, it's num_chars long
// if return is positive, the first unused row of the bitmap
// if return is negative, returns the negative of the number of characters that fit
// if return is 0, no characters fit and no rows were used
// This uses a very crappy packing.
typedef struct
{
float x0,y0,s0,t0; // top-left
float x1,y1,s1,t1; // bottom-right
} stbtt_aligned_quad;
STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
stbtt_aligned_quad *q, // output: quad to draw
int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier
// Call GetBakedQuad with char_index = 'character - first_char', and it
// creates the quad you need to draw and advances the current position.
//
// The coordinate system used assumes y increases downwards.
//
// Characters will extend both above and below the current position;
// see discussion of "BASELINE" above.
//
// It's inefficient; you might want to c&p it and optimize it.
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
// Query the font vertical metrics without having to create a font first.
//////////////////////////////////////////////////////////////////////////////
//
// NEW TEXTURE BAKING API
//
// This provides options for packing multiple fonts into one atlas, not
// perfectly but better than nothing.
typedef struct
{
unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
float xoff,yoff,xadvance;
float xoff2,yoff2;
} stbtt_packedchar;
typedef struct stbtt_pack_context stbtt_pack_context;
typedef struct stbtt_fontinfo stbtt_fontinfo;
#ifndef STB_RECT_PACK_VERSION
typedef struct stbrp_rect stbrp_rect;
#endif
STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
// Initializes a packing context stored in the passed-in stbtt_pack_context.
// Future calls using this context will pack characters into the bitmap passed
// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
// the distance from one row to the next (or 0 to mean they are packed tightly
// together). "padding" is the amount of padding to leave between each
// character (normally you want '1' for bitmaps you'll use as textures with
// bilinear filtering).
//
// Returns 0 on failure, 1 on success.
STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc);
// Cleans up the packing context and frees all memory.
#define STBTT_POINT_SIZE(x) (-(x))
STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
// Creates character bitmaps from the font_index'th font found in fontdata (use
// font_index=0 if you don't know what that is). It creates num_chars_in_range
// bitmaps for characters with unicode values starting at first_unicode_char_in_range
// and increasing. Data for how to render them is stored in chardata_for_range;
// pass these to stbtt_GetPackedQuad to get back renderable quads.
//
// font_size is the full height of the character from ascender to descender,
// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
// and pass that result as 'font_size':
// ..., 20 , ... // font max minus min y is 20 pixels tall
// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
typedef struct
{
float font_size;
int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint
int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints
int num_chars;
stbtt_packedchar *chardata_for_range; // output
unsigned char h_oversample, v_oversample; // don't set these, they're used internally
} stbtt_pack_range;
STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
// Creates character bitmaps from multiple ranges of characters stored in
// ranges. This will usually create a better-packed bitmap than multiple
// calls to stbtt_PackFontRange. Note that you can call this multiple
// times within a single PackBegin/PackEnd.
STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
// Oversampling a font increases the quality by allowing higher-quality subpixel
// positioning, and is especially valuable at smaller text sizes.
//
// This function sets the amount of oversampling for all following calls to
// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
// pack context. The default (no oversampling) is achieved by h_oversample=1
// and v_oversample=1. The total number of pixels required is
// h_oversample*v_oversample larger than the default; for example, 2x2
// oversampling requires 4x the storage of 1x1. For best results, render
// oversampled textures with bilinear filtering. Look at the readme in
// stb/tests/oversample for information about oversampled fonts
//
// To use with PackFontRangesGather etc., you must set it before calls
// call to PackFontRangesGatherRects.
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
// If skip != 0, this tells stb_truetype to skip any codepoints for which
// there is no corresponding glyph. If skip=0, which is the default, then
// codepoints without a glyph received the font's "missing character" glyph,
// typically an empty box by convention.
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
stbtt_aligned_quad *q, // output: quad to draw
int align_to_integer);
STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
// Calling these functions in sequence is roughly equivalent to calling
// stbtt_PackFontRanges(). If you more control over the packing of multiple
// fonts, or if you want to pack custom data into a font texture, take a look
// at the source to of stbtt_PackFontRanges() and create a custom version
// using these functions, e.g. call GatherRects multiple times,
// building up a single array of rects, then call PackRects once,
// then call RenderIntoRects repeatedly. This may result in a
// better packing than calling PackFontRanges multiple times
// (or it may not).
// this is an opaque structure that you shouldn't mess with which holds
// all the context needed from PackBegin to PackEnd.
struct stbtt_pack_context {
void *user_allocator_context;
void *pack_info;
int width;
int height;
int stride_in_bytes;
int padding;
int skip_missing;
unsigned int h_oversample, v_oversample;
unsigned char *pixels;
void *nodes;
};
//////////////////////////////////////////////////////////////////////////////
//
// FONT LOADING
//
//
STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);
// This function will determine the number of fonts in a font file. TrueType
// collection (.ttc) files may contain multiple fonts, while TrueType font
// (.ttf) files only contain one font. The number of fonts can be used for
// indexing with the previous function where the index is between zero and one
// less than the total fonts. If an error occurs, -1 is returned.
STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
// Each .ttf/.ttc file may have more than one font. Each font has a sequential
// index number starting from 0. Call this function to get the font offset for
// a given index; it returns -1 if the index is out of range. A regular .ttf
// file will only define one font and it always be at offset 0, so it will
// return '0' for index 0, and -1 for all other indices.
// The following structure is defined publicly so you can declare one on
// the stack or as a global or etc, but you should treat it as opaque.
struct stbtt_fontinfo
{
void * userdata;
unsigned char * data; // pointer to .ttf file
int fontstart; // offset of start of font
int numGlyphs; // number of glyphs, needed for range checking
int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf
int index_map; // a cmap mapping for our chosen character encoding
int indexToLocFormat; // format needed to map from glyph index to glyph
stbtt__buf cff; // cff font data
stbtt__buf charstrings; // the charstring index
stbtt__buf gsubrs; // global charstring subroutines index
stbtt__buf subrs; // private charstring subroutines index
stbtt__buf fontdicts; // array of font dicts
stbtt__buf fdselect; // map from glyph to fontdict
};
STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
// Given an offset into the file that defines a font, this function builds
// the necessary cached info for the rest of the system. You must allocate
// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
// need to do anything special to free it, because the contents are pure
// value data with no additional data structures. Returns 0 on failure.
//////////////////////////////////////////////////////////////////////////////
//
// CHARACTER TO GLYPH-INDEX CONVERSIOn
STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
// If you're going to perform multiple operations on the same character
// and you want a speed-up, call this function with the character you're
// going to process, then use glyph-based functions instead of the
// codepoint-based functions.
// Returns 0 if the character codepoint is not defined in the font.
//////////////////////////////////////////////////////////////////////////////
//
// CHARACTER PROPERTIES
//
STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
// computes a scale factor to produce a font whose "height" is 'pixels' tall.
// Height is measured as the distance from the highest ascender to the lowest
// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
// and computing:
// scale = pixels / (ascent - descent)
// so if you prefer to measure height by the ascent only, use a similar calculation.
STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
// computes a scale factor to produce a font whose EM size is mapped to
// 'pixels' tall. This is probably what traditional APIs compute, but
// I'm not positive.
STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
// ascent is the coordinate above the baseline the font extends; descent
// is the coordinate below the baseline the font extends (i.e. it is typically negative)
// lineGap is the spacing between one row's descent and the next row's ascent...
// so you should advance the vertical position by "*ascent - *descent + *lineGap"
// these are expressed in unscaled coordinates, so you must multiply by
// the scale factor for a given size
STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);
// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2
// table (specific to MS/Windows TTF files).
//
// Returns 1 on success (table present), 0 on failure.
STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
// the bounding box around all possible characters
STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
// leftSideBearing is the offset from the current horizontal position to the left edge of the character
// advanceWidth is the offset from the current horizontal position to the next horizontal position
// these are expressed in unscaled coordinates
STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
// an additional amount to add to the 'advance' value between ch1 and ch2
STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
// as above, but takes one or more glyph indices for greater efficiency
typedef struct stbtt_kerningentry
{
int glyph1; // use stbtt_FindGlyphIndex
int glyph2;
int advance;
} stbtt_kerningentry;
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info);
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);
// Retrieves a complete list of all of the kerning pairs provided by the font
// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.
// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)
//////////////////////////////////////////////////////////////////////////////
//
// GLYPH SHAPES (you probably don't need these, but they have to go before
// the bitmaps for C declaration-order reasons)
//
#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
enum {
STBTT_vmove=1,
STBTT_vline,
STBTT_vcurve,
STBTT_vcubic
};
#endif
#ifndef stbtt_vertex // you can predefine this to use different values
// (we share this with other code at RAD)
#define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
typedef struct
{
stbtt_vertex_type x,y,cx,cy,cx1,cy1;
unsigned char type,padding;
} stbtt_vertex;
#endif
STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
// returns non-zero if nothing is drawn for this glyph
STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
// returns # of vertices and fills *vertices with the pointer to them
// these are expressed in "unscaled" coordinates
//
// The shape is a series of contours. Each one starts with
// a STBTT_moveto, then consists of a series of mixed
// STBTT_lineto and STBTT_curveto segments. A lineto
// draws a line from previous endpoint to its x,y; a curveto
// draws a quadratic bezier from previous endpoint to
// its x,y, using cx,cy as the bezier control point.
STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
// frees the data allocated above
STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);
// fills svg with the character's SVG data.
// returns data size or 0 if SVG not found.
//////////////////////////////////////////////////////////////////////////////
//
// BITMAP RENDERING
//
STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
// frees the bitmap allocated below
STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
// allocates a large-enough single-channel 8bpp bitmap and renders the
// specified character/glyph at the specified scale into it, with
// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
// *width & *height are filled out with the width & height of the bitmap,
// which is stored left-to-right, top-to-bottom.
//
// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
// shift for the character
STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
// width and height and positioning info for it first.
STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
// shift for the character
STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);
// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering
// is performed (see stbtt_PackSetOversampling)
STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
// get the bbox of the bitmap centered around the glyph origin; so the
// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
// the bitmap top left is (leftSideBearing*scale,iy0).
// (Note that the bitmap uses y-increases-down, but the shape uses
// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
// shift for the character
// the following functions are equivalent to the above functions, but operate
// on glyph indices instead of Unicode codepoints (for efficiency)
STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);
STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
// @TODO: don't expose this structure
typedef struct
{
int w,h,stride;
unsigned char *pixels;
} stbtt__bitmap;
// rasterize a shape with quadratic beziers into a bitmap
STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into
float flatness_in_pixels, // allowable error of curve in pixels
stbtt_vertex *vertices, // array of vertices defining shape
int num_verts, // number of vertices in above array
float scale_x, float scale_y, // scale applied to input vertices
float shift_x, float shift_y, // translation applied to input vertices
int x_off, int y_off, // another translation applied to input
int invert, // if non-zero, vertically flip shape
void *userdata); // context for to STBTT_MALLOC
//////////////////////////////////////////////////////////////////////////////
//
// Signed Distance Function (or Field) rendering
STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);
// frees the SDF bitmap allocated below
STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
// These functions compute a discretized SDF field for a single character, suitable for storing
// in a single-channel texture, sampling with bilinear filtering, and testing against
// larger than some threshold to produce scalable fonts.
// info -- the font
// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
// glyph/codepoint -- the character to generate the SDF for
// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0),
// which allows effects like bit outlines
// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)
// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale)
// if positive, > onedge_value is inside; if negative, < onedge_value is inside
// width,height -- output height & width of the SDF bitmap (including padding)
// xoff,yoff -- output origin of the character
// return value -- a 2D array of bytes 0..255, width*height in size
//
// pixel_dist_scale & onedge_value are a scale & bias that allows you to make
// optimal use of the limited 0..255 for your application, trading off precision
// and special effects. SDF values outside the range 0..255 are clamped to 0..255.
//
// Example:
// scale = stbtt_ScaleForPixelHeight(22)
// padding = 5
// onedge_value = 180
// pixel_dist_scale = 180/5.0 = 36.0
//
// This will create an SDF bitmap in which the character is about 22 pixels
// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled
// shape, sample the SDF at each pixel and fill the pixel if the SDF value
// is greater than or equal to 180/255. (You'll actually want to antialias,
// which is beyond the scope of this example.) Additionally, you can compute
// offset outlines (e.g. to stroke the character border inside & outside,
// or only outside). For example, to fill outside the character up to 3 SDF
// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above
// choice of variables maps a range from 5 pixels outside the shape to
// 2 pixels inside the shape to 0..255; this is intended primarily for apply
// outside effects only (the interior range is needed to allow proper
// antialiasing of the font at *smaller* sizes)
//
// The function computes the SDF analytically at each SDF pixel, not by e.g.
// building a higher-res bitmap and approximating it. In theory the quality
// should be as high as possible for an SDF of this size & representation, but
// unclear if this is true in practice (perhaps building a higher-res bitmap
// and computing from that can allow drop-out prevention).
//
// The algorithm has not been optimized at all, so expect it to be slow
// if computing lots of characters or very large sizes.
//////////////////////////////////////////////////////////////////////////////
//
// Finding the right font...
//
// You should really just solve this offline, keep your own tables
// of what font is what, and don't try to get it out of the .ttf file.
// That's because getting it out of the .ttf file is really hard, because
// the names in the file can appear in many possible encodings, in many
// possible languages, and e.g. if you need a case-insensitive comparison,
// the details of that depend on the encoding & language in a complex way
// (actually underspecified in truetype, but also gigantic).
//
// But you can use the provided functions in two possible ways:
// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
// unicode-encoded names to try to find the font you want;
// you can run this before calling stbtt_InitFont()
//
// stbtt_GetFontNameString() lets you get any of the various strings
// from the file yourself and do your own comparisons on them.
// You have to have called stbtt_InitFont() first.
STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
// returns the offset (not index) of the font that matches, or -1 if none
// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
// if you use any other flag, use a font name like "Arial"; this checks
// the 'macStyle' header field; i don't know if fonts set this consistently
#define STBTT_MACSTYLE_DONTCARE 0
#define STBTT_MACSTYLE_BOLD 1
#define STBTT_MACSTYLE_ITALIC 2
#define STBTT_MACSTYLE_UNDERSCORE 4
#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0
STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
// returns 1/0 whether the first string interpreted as utf8 is identical to
// the second string interpreted as big-endian utf16... useful for strings from next func
STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
// returns the string (which may be big-endian double byte, e.g. for unicode)
// and puts the length in bytes in *length.
//
// some of the values for the IDs are below; for more see the truetype spec:
// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
// http://www.microsoft.com/typography/otspec/name.htm
enum { // platformID
STBTT_PLATFORM_ID_UNICODE =0,
STBTT_PLATFORM_ID_MAC =1,
STBTT_PLATFORM_ID_ISO =2,
STBTT_PLATFORM_ID_MICROSOFT =3
};
enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
STBTT_UNICODE_EID_UNICODE_1_0 =0,
STBTT_UNICODE_EID_UNICODE_1_1 =1,
STBTT_UNICODE_EID_ISO_10646 =2,
STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
};
enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
STBTT_MS_EID_SYMBOL =0,
STBTT_MS_EID_UNICODE_BMP =1,
STBTT_MS_EID_SHIFTJIS =2,
STBTT_MS_EID_UNICODE_FULL =10
};
enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4,
STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5,
STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6,
STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7
};
enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
// problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410,
STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411,
STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412,
STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419,
STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409,
STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D
};
enum { // languageID for STBTT_PLATFORM_ID_MAC
STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11,
STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23,
STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32,
STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 ,
STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 ,
STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19
};
#ifdef __cplusplus
}
#endif
#endif // __STB_INCLUDE_STB_TRUETYPE_H__
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////
//// IMPLEMENTATION
////
////
#ifdef STB_TRUETYPE_IMPLEMENTATION
#ifndef STBTT_MAX_OVERSAMPLE
#define STBTT_MAX_OVERSAMPLE 8
#endif
#if STBTT_MAX_OVERSAMPLE > 255
#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
#endif
typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
#ifndef STBTT_RASTERIZER_VERSION
#define STBTT_RASTERIZER_VERSION 2
#endif
#ifdef _MSC_VER
#define STBTT__NOTUSED(v) (void)(v)
#else
#define STBTT__NOTUSED(v) (void)sizeof(v)
#endif
//////////////////////////////////////////////////////////////////////////
//
// stbtt__buf helpers to parse data from file
//
static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)
{
if (b->cursor >= b->size)
return 0;
return b->data[b->cursor++];
}
static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)
{
if (b->cursor >= b->size)
return 0;
return b->data[b->cursor];
}
static void stbtt__buf_seek(stbtt__buf *b, int o)
{
STBTT_assert(!(o > b->size || o < 0));
b->cursor = (o > b->size || o < 0) ? b->size : o;
}
static void stbtt__buf_skip(stbtt__buf *b, int o)
{
stbtt__buf_seek(b, b->cursor + o);
}
static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)
{
stbtt_uint32 v = 0;
int i;
STBTT_assert(n >= 1 && n <= 4);
for (i = 0; i < n; i++)
v = (v << 8) | stbtt__buf_get8(b);
return v;
}
static stbtt__buf stbtt__new_buf(const void *p, size_t size)
{
stbtt__buf r;
STBTT_assert(size < 0x40000000);
r.data = (stbtt_uint8*) p;
r.size = (int) size;
r.cursor = 0;
return r;
}
#define stbtt__buf_get16(b) stbtt__buf_get((b), 2)
#define stbtt__buf_get32(b) stbtt__buf_get((b), 4)
static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)
{
stbtt__buf r = stbtt__new_buf(NULL, 0);
if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;
r.data = b->data + o;
r.size = s;
return r;
}
static stbtt__buf stbtt__cff_get_index(stbtt__buf *b)
{
int count, start, offsize;
start = b->cursor;
count = stbtt__buf_get16(b);
if (count) {
offsize = stbtt__buf_get8(b);
STBTT_assert(offsize >= 1 && offsize <= 4);
stbtt__buf_skip(b, offsize * count);
stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);
}
return stbtt__buf_range(b, start, b->cursor - start);
}
static stbtt_uint32 stbtt__cff_int(stbtt__buf *b)
{
int b0 = stbtt__buf_get8(b);
if (b0 >= 32 && b0 <= 246) return b0 - 139;
else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;
else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;
else if (b0 == 28) return stbtt__buf_get16(b);
else if (b0 == 29) return stbtt__buf_get32(b);
STBTT_assert(0);
return 0;
}
static void stbtt__cff_skip_operand(stbtt__buf *b) {
int v, b0 = stbtt__buf_peek8(b);
STBTT_assert(b0 >= 28);
if (b0 == 30) {
stbtt__buf_skip(b, 1);
while (b->cursor < b->size) {
v = stbtt__buf_get8(b);
if ((v & 0xF) == 0xF || (v >> 4) == 0xF)
break;
}
} else {
stbtt__cff_int(b);
}
}
static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)
{
stbtt__buf_seek(b, 0);
while (b->cursor < b->size) {
int start = b->cursor, end, op;
while (stbtt__buf_peek8(b) >= 28)
stbtt__cff_skip_operand(b);
end = b->cursor;
op = stbtt__buf_get8(b);
if (op == 12) op = stbtt__buf_get8(b) | 0x100;
if (op == key) return stbtt__buf_range(b, start, end-start);
}
return stbtt__buf_range(b, 0, 0);
}
static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)
{
int i;
stbtt__buf operands = stbtt__dict_get(b, key);
for (i = 0; i < outcount && operands.cursor < operands.size; i++)
out[i] = stbtt__cff_int(&operands);
}
static int stbtt__cff_index_count(stbtt__buf *b)
{
stbtt__buf_seek(b, 0);
return stbtt__buf_get16(b);
}
static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)
{
int count, offsize, start, end;
stbtt__buf_seek(&b, 0);
count = stbtt__buf_get16(&b);
offsize = stbtt__buf_get8(&b);
STBTT_assert(i >= 0 && i < count);
STBTT_assert(offsize >= 1 && offsize <= 4);
stbtt__buf_skip(&b, i*offsize);
start = stbtt__buf_get(&b, offsize);
end = stbtt__buf_get(&b, offsize);
return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);
}
//////////////////////////////////////////////////////////////////////////
//
// accessors to parse data from file
//
// on platforms that don't allow misaligned reads, if we want to allow
// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
#define ttBYTE(p) (* (stbtt_uint8 *) (p))
#define ttCHAR(p) (* (stbtt_int8 *) (p))
#define ttFixed(p) ttLONG(p)
static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3])
static int stbtt__isfont(stbtt_uint8 *font)
{
// check the version number
if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1
if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this!
if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF
if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts
return 0;
}
// @OPTIMIZE: binary search
static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
{
stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
stbtt_uint32 tabledir = fontstart + 12;
stbtt_int32 i;
for (i=0; i < num_tables; ++i) {
stbtt_uint32 loc = tabledir + 16*i;
if (stbtt_tag(data+loc+0, tag))
return ttULONG(data+loc+8);
}
return 0;
}
static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)
{
// if it's just a font, there's only one valid index
if (stbtt__isfont(font_collection))
return index == 0 ? 0 : -1;
// check if it's a TTC
if (stbtt_tag(font_collection, "ttcf")) {
// version 1?
if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
stbtt_int32 n = ttLONG(font_collection+8);
if (index >= n)
return -1;
return ttULONG(font_collection+12+index*4);
}
}
return -1;
}
static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)
{
// if it's just a font, there's only one valid font
if (stbtt__isfont(font_collection))
return 1;
// check if it's a TTC
if (stbtt_tag(font_collection, "ttcf")) {
// version 1?
if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
return ttLONG(font_collection+8);
}
}
return 0;
}
static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
{
stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };
stbtt__buf pdict;
stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);
if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);
pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);
stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);
if (!subrsoff) return stbtt__new_buf(NULL, 0);
stbtt__buf_seek(&cff, private_loc[1]+subrsoff);
return stbtt__cff_get_index(&cff);
}
// since most people won't use this, find this table the first time it's needed
static int stbtt__get_svg(stbtt_fontinfo *info)
{
stbtt_uint32 t;
if (info->svg < 0) {
t = stbtt__find_table(info->data, info->fontstart, "SVG ");
if (t) {
stbtt_uint32 offset = ttULONG(info->data + t + 2);
info->svg = t + offset;
} else {
info->svg = 0;
}
}
return info->svg;
}
static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
{
stbtt_uint32 cmap, t;
stbtt_int32 i,numTables;
info->data = data;
info->fontstart = fontstart;
info->cff = stbtt__new_buf(NULL, 0);
cmap = stbtt__find_table(data, fontstart, "cmap"); // required
info->loca = stbtt__find_table(data, fontstart, "loca"); // required
info->head = stbtt__find_table(data, fontstart, "head"); // required
info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required
if (!cmap || !info->head || !info->hhea || !info->hmtx)
return 0;
if (info->glyf) {
// required for truetype
if (!info->loca) return 0;
} else {
// initialization for CFF / Type2 fonts (OTF)
stbtt__buf b, topdict, topdictidx;
stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;
stbtt_uint32 cff;
cff = stbtt__find_table(data, fontstart, "CFF ");
if (!cff) return 0;
info->fontdicts = stbtt__new_buf(NULL, 0);
info->fdselect = stbtt__new_buf(NULL, 0);
// @TODO this should use size from table (not 512MB)
info->cff = stbtt__new_buf(data+cff, 512*1024*1024);
b = info->cff;
// read the header
stbtt__buf_skip(&b, 2);
stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize
// @TODO the name INDEX could list multiple fonts,
// but we just use the first one.
stbtt__cff_get_index(&b); // name INDEX
topdictidx = stbtt__cff_get_index(&b);
topdict = stbtt__cff_index_get(topdictidx, 0);
stbtt__cff_get_index(&b); // string INDEX
info->gsubrs = stbtt__cff_get_index(&b);
stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);
stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);
stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);
stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);
info->subrs = stbtt__get_subrs(b, topdict);
// we only support Type 2 charstrings
if (cstype != 2) return 0;
if (charstrings == 0) return 0;
if (fdarrayoff) {
// looks like a CID font
if (!fdselectoff) return 0;
stbtt__buf_seek(&b, fdarrayoff);
info->fontdicts = stbtt__cff_get_index(&b);
info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);
}
stbtt__buf_seek(&b, charstrings);
info->charstrings = stbtt__cff_get_index(&b);
}
t = stbtt__find_table(data, fontstart, "maxp");
if (t)
info->numGlyphs = ttUSHORT(data+t+4);
else
info->numGlyphs = 0xffff;
info->svg = -1;
// find a cmap encoding table we understand *now* to avoid searching
// later. (todo: could make this installable)
// the same regardless of glyph.
numTables = ttUSHORT(data + cmap + 2);
info->index_map = 0;
for (i=0; i < numTables; ++i) {
stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
// find an encoding we understand:
switch(ttUSHORT(data+encoding_record)) {
case STBTT_PLATFORM_ID_MICROSOFT:
switch (ttUSHORT(data+encoding_record+2)) {
case STBTT_MS_EID_UNICODE_BMP:
case STBTT_MS_EID_UNICODE_FULL:
// MS/Unicode
info->index_map = cmap + ttULONG(data+encoding_record+4);
break;
}
break;
case STBTT_PLATFORM_ID_UNICODE:
// Mac/iOS has these
// all the encodingIDs are unicode, so we don't bother to check it
info->index_map = cmap + ttULONG(data+encoding_record+4);
break;
}
}
if (info->index_map == 0)
return 0;
info->indexToLocFormat = ttUSHORT(data+info->head + 50);
return 1;
}
STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
{
stbtt_uint8 *data = info->data;
stbtt_uint32 index_map = info->index_map;
stbtt_uint16 format = ttUSHORT(data + index_map + 0);
if (format == 0) { // apple byte encoding
stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
if (unicode_codepoint < bytes-6)
return ttBYTE(data + index_map + 6 + unicode_codepoint);
return 0;
} else if (format == 6) {
stbtt_uint32 first = ttUSHORT(data + index_map + 6);
stbtt_uint32 count = ttUSHORT(data + index_map + 8);
if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
return 0;
} else if (format == 2) {
STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
return 0;
} else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
// do a binary search of the segments
stbtt_uint32 endCount = index_map + 14;
stbtt_uint32 search = endCount;
if (unicode_codepoint > 0xffff)
return 0;
// they lie from endCount .. endCount + segCount
// but searchRange is the nearest power of two, so...
if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
search += rangeShift*2;
// now decrement to bias correctly to find smallest
search -= 2;
while (entrySelector) {
stbtt_uint16 end;
searchRange >>= 1;
end = ttUSHORT(data + search + searchRange*2);
if (unicode_codepoint > end)
search += searchRange*2;
--entrySelector;
}
search += 2;
{
stbtt_uint16 offset, start, last;
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
last = ttUSHORT(data + endCount + 2*item);
if (unicode_codepoint < start || unicode_codepoint > last)
return 0;
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
if (offset == 0)
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
}
} else if (format == 12 || format == 13) {
stbtt_uint32 ngroups = ttULONG(data+index_map+12);
stbtt_int32 low,high;
low = 0; high = (stbtt_int32)ngroups;
// Binary search the right group.
while (low < high) {
stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
if ((stbtt_uint32) unicode_codepoint < start_char)
high = mid;
else if ((stbtt_uint32) unicode_codepoint > end_char)
low = mid+1;
else {
stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
if (format == 12)
return start_glyph + unicode_codepoint-start_char;
else // format == 13
return start_glyph;
}
}
return 0; // not found
}
// @TODO
STBTT_assert(0);
return 0;
}
STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
{
return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
}
static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
{
v->type = type;
v->x = (stbtt_int16) x;
v->y = (stbtt_int16) y;
v->cx = (stbtt_int16) cx;
v->cy = (stbtt_int16) cy;
}
static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
{
int g1,g2;
STBTT_assert(!info->cff.size);
if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format
if (info->indexToLocFormat == 0) {
g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
} else {
g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
}
return g1==g2 ? -1 : g1; // if length is 0, return -1
}
static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
{
if (info->cff.size) {
stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);
} else {
int g = stbtt__GetGlyfOffset(info, glyph_index);
if (g < 0) return 0;
if (x0) *x0 = ttSHORT(info->data + g + 2);
if (y0) *y0 = ttSHORT(info->data + g + 4);
if (x1) *x1 = ttSHORT(info->data + g + 6);
if (y1) *y1 = ttSHORT(info->data + g + 8);
}
return 1;
}
STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
{
return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
}
STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
{
stbtt_int16 numberOfContours;
int g;
if (info->cff.size)
return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;
g = stbtt__GetGlyfOffset(info, glyph_index);
if (g < 0) return 1;
numberOfContours = ttSHORT(info->data + g);
return numberOfContours == 0;
}
static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
{
if (start_off) {
if (was_off)
stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
} else {
if (was_off)
stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
else
stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
}
return num_vertices;
}
static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
{
stbtt_int16 numberOfContours;
stbtt_uint8 *endPtsOfContours;
stbtt_uint8 *data = info->data;
stbtt_vertex *vertices=0;
int num_vertices=0;
int g = stbtt__GetGlyfOffset(info, glyph_index);
*pvertices = NULL;
if (g < 0) return 0;
numberOfContours = ttSHORT(data + g);
if (numberOfContours > 0) {
stbtt_uint8 flags=0,flagcount;
stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
stbtt_uint8 *points;
endPtsOfContours = (data + g + 10);
ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
points = data + g + 10 + numberOfContours * 2 + 2 + ins;
n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
m = n + 2*numberOfContours; // a loose bound on how many vertices we might need
vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
if (vertices == 0)
return 0;
next_move = 0;
flagcount=0;
// in first pass, we load uninterpreted data into the allocated array
// above, shifted to the end of the array so we won't overwrite it when
// we create our final data starting from the front
off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
// first load flags
for (i=0; i < n; ++i) {
if (flagcount == 0) {
flags = *points++;
if (flags & 8)
flagcount = *points++;
} else
--flagcount;
vertices[off+i].type = flags;
}
// now load x coordinates
x=0;
for (i=0; i < n; ++i) {
flags = vertices[off+i].type;
if (flags & 2) {
stbtt_int16 dx = *points++;
x += (flags & 16) ? dx : -dx; // ???
} else {
if (!(flags & 16)) {
x = x + (stbtt_int16) (points[0]*256 + points[1]);
points += 2;
}
}
vertices[off+i].x = (stbtt_int16) x;
}
// now load y coordinates
y=0;
for (i=0; i < n; ++i) {
flags = vertices[off+i].type;
if (flags & 4) {
stbtt_int16 dy = *points++;
y += (flags & 32) ? dy : -dy; // ???
} else {
if (!(flags & 32)) {
y = y + (stbtt_int16) (points[0]*256 + points[1]);
points += 2;
}
}
vertices[off+i].y = (stbtt_int16) y;
}
// now convert them to our format
num_vertices=0;
sx = sy = cx = cy = scx = scy = 0;
for (i=0; i < n; ++i) {
flags = vertices[off+i].type;
x = (stbtt_int16) vertices[off+i].x;
y = (stbtt_int16) vertices[off+i].y;
if (next_move == i) {
if (i != 0)
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
// now start the new one
start_off = !(flags & 1);
if (start_off) {
// if we start off with an off-curve point, then when we need to find a point on the curve
// where we can start, and we need to save some state for when we wraparound.
scx = x;
scy = y;
if (!(vertices[off+i+1].type & 1)) {
// next point is also a curve point, so interpolate an on-point curve
sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
} else {
// otherwise just use the next point as our start point
sx = (stbtt_int32) vertices[off+i+1].x;
sy = (stbtt_int32) vertices[off+i+1].y;
++i; // we're using point i+1 as the starting point, so skip it
}
} else {
sx = x;
sy = y;
}
stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
was_off = 0;
next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
++j;
} else {
if (!(flags & 1)) { // if it's a curve
if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
cx = x;
cy = y;
was_off = 1;
} else {
if (was_off)
stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
else
stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
was_off = 0;
}
}
}
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
} else if (numberOfContours < 0) {
// Compound shapes.
int more = 1;
stbtt_uint8 *comp = data + g + 10;
num_vertices = 0;
vertices = 0;
while (more) {
stbtt_uint16 flags, gidx;
int comp_num_verts = 0, i;
stbtt_vertex *comp_verts = 0, *tmp = 0;
float mtx[6] = {1,0,0,1,0,0}, m, n;
flags = ttSHORT(comp); comp+=2;
gidx = ttSHORT(comp); comp+=2;
if (flags & 2) { // XY values
if (flags & 1) { // shorts
mtx[4] = ttSHORT(comp); comp+=2;
mtx[5] = ttSHORT(comp); comp+=2;
} else {
mtx[4] = ttCHAR(comp); comp+=1;
mtx[5] = ttCHAR(comp); comp+=1;
}
}
else {
// @TODO handle matching point
STBTT_assert(0);
}
if (flags & (1<<3)) { // WE_HAVE_A_SCALE
mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = mtx[2] = 0;
} else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = mtx[2] = 0;
mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
} else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
}
// Find transformation scales.
m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
// Get indexed glyph.
comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
if (comp_num_verts > 0) {
// Transform vertices.
for (i = 0; i < comp_num_verts; ++i) {
stbtt_vertex* v = &comp_verts[i];
stbtt_vertex_type x,y;
x=v->x; y=v->y;
v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
x=v->cx; y=v->cy;
v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
}
// Append vertices.
tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
if (!tmp) {
if (vertices) STBTT_free(vertices, info->userdata);
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
STBTT_free(comp_verts, info->userdata);
num_vertices += comp_num_verts;
}
// More components ?
more = flags & (1<<5);
}
} else {
// numberOfCounters == 0, do nothing
}
*pvertices = vertices;
return num_vertices;
}
typedef struct
{
int bounds;
int started;
float first_x, first_y;
float x, y;
stbtt_int32 min_x, max_x, min_y, max_y;
stbtt_vertex *pvertices;
int num_vertices;
} stbtt__csctx;
#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}
static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)
{
if (x > c->max_x || !c->started) c->max_x = x;
if (y > c->max_y || !c->started) c->max_y = y;
if (x < c->min_x || !c->started) c->min_x = x;
if (y < c->min_y || !c->started) c->min_y = y;
c->started = 1;
}
static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)
{
if (c->bounds) {
stbtt__track_vertex(c, x, y);
if (type == STBTT_vcubic) {
stbtt__track_vertex(c, cx, cy);
stbtt__track_vertex(c, cx1, cy1);
}
} else {
stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);
c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;
c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;
}
c->num_vertices++;
}
static void stbtt__csctx_close_shape(stbtt__csctx *ctx)
{
if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)
stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);
}
static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)
{
stbtt__csctx_close_shape(ctx);
ctx->first_x = ctx->x = ctx->x + dx;
ctx->first_y = ctx->y = ctx->y + dy;
stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
}
static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)
{
ctx->x += dx;
ctx->y += dy;
stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
}
static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)
{
float cx1 = ctx->x + dx1;
float cy1 = ctx->y + dy1;
float cx2 = cx1 + dx2;
float cy2 = cy1 + dy2;
ctx->x = cx2 + dx3;
ctx->y = cy2 + dy3;
stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);
}
static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)
{
int count = stbtt__cff_index_count(&idx);
int bias = 107;
if (count >= 33900)
bias = 32768;
else if (count >= 1240)
bias = 1131;
n += bias;
if (n < 0 || n >= count)
return stbtt__new_buf(NULL, 0);
return stbtt__cff_index_get(idx, n);
}
static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)
{
stbtt__buf fdselect = info->fdselect;
int nranges, start, end, v, fmt, fdselector = -1, i;
stbtt__buf_seek(&fdselect, 0);
fmt = stbtt__buf_get8(&fdselect);
if (fmt == 0) {
// untested
stbtt__buf_skip(&fdselect, glyph_index);
fdselector = stbtt__buf_get8(&fdselect);
} else if (fmt == 3) {
nranges = stbtt__buf_get16(&fdselect);
start = stbtt__buf_get16(&fdselect);
for (i = 0; i < nranges; i++) {
v = stbtt__buf_get8(&fdselect);
end = stbtt__buf_get16(&fdselect);
if (glyph_index >= start && glyph_index < end) {
fdselector = v;
break;
}
start = end;
}
}
if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422
return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));
}
static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)
{
int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;
int has_subrs = 0, clear_stack;
float s[48];
stbtt__buf subr_stack[10], subrs = info->subrs, b;
float f;
#define STBTT__CSERR(s) (0)
// this currently ignores the initial width value, which isn't needed if we have hmtx
b = stbtt__cff_index_get(info->charstrings, glyph_index);
while (b.cursor < b.size) {
i = 0;
clear_stack = 1;
b0 = stbtt__buf_get8(&b);
switch (b0) {
// @TODO implement hinting
case 0x13: // hintmask
case 0x14: // cntrmask
if (in_header)
maskbits += (sp / 2); // implicit "vstem"
in_header = 0;
stbtt__buf_skip(&b, (maskbits + 7) / 8);
break;
case 0x01: // hstem
case 0x03: // vstem
case 0x12: // hstemhm
case 0x17: // vstemhm
maskbits += (sp / 2);
break;
case 0x15: // rmoveto
in_header = 0;
if (sp < 2) return STBTT__CSERR("rmoveto stack");
stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);
break;
case 0x04: // vmoveto
in_header = 0;
if (sp < 1) return STBTT__CSERR("vmoveto stack");
stbtt__csctx_rmove_to(c, 0, s[sp-1]);
break;
case 0x16: // hmoveto
in_header = 0;
if (sp < 1) return STBTT__CSERR("hmoveto stack");
stbtt__csctx_rmove_to(c, s[sp-1], 0);
break;
case 0x05: // rlineto
if (sp < 2) return STBTT__CSERR("rlineto stack");
for (; i + 1 < sp; i += 2)
stbtt__csctx_rline_to(c, s[i], s[i+1]);
break;
// hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical
// starting from a different place.
case 0x07: // vlineto
if (sp < 1) return STBTT__CSERR("vlineto stack");
goto vlineto;
case 0x06: // hlineto
if (sp < 1) return STBTT__CSERR("hlineto stack");
for (;;) {
if (i >= sp) break;
stbtt__csctx_rline_to(c, s[i], 0);
i++;
vlineto:
if (i >= sp) break;
stbtt__csctx_rline_to(c, 0, s[i]);
i++;
}
break;
case 0x1F: // hvcurveto
if (sp < 4) return STBTT__CSERR("hvcurveto stack");
goto hvcurveto;
case 0x1E: // vhcurveto
if (sp < 4) return STBTT__CSERR("vhcurveto stack");
for (;;) {
if (i + 3 >= sp) break;
stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);
i += 4;
hvcurveto:
if (i + 3 >= sp) break;
stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);
i += 4;
}
break;
case 0x08: // rrcurveto
if (sp < 6) return STBTT__CSERR("rcurveline stack");
for (; i + 5 < sp; i += 6)
stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
break;
case 0x18: // rcurveline
if (sp < 8) return STBTT__CSERR("rcurveline stack");
for (; i + 5 < sp - 2; i += 6)
stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack");
stbtt__csctx_rline_to(c, s[i], s[i+1]);
break;
case 0x19: // rlinecurve
if (sp < 8) return STBTT__CSERR("rlinecurve stack");
for (; i + 1 < sp - 6; i += 2)
stbtt__csctx_rline_to(c, s[i], s[i+1]);
if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack");
stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
break;
case 0x1A: // vvcurveto
case 0x1B: // hhcurveto
if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack");
f = 0.0;
if (sp & 1) { f = s[i]; i++; }
for (; i + 3 < sp; i += 4) {
if (b0 == 0x1B)
stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);
else
stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);
f = 0.0;
}
break;
case 0x0A: // callsubr
if (!has_subrs) {
if (info->fdselect.size)
subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
has_subrs = 1;
}
// FALLTHROUGH
case 0x1D: // callgsubr
if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
v = (int) s[--sp];
if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit");
subr_stack[subr_stack_height++] = b;
b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);
if (b.size == 0) return STBTT__CSERR("subr not found");
b.cursor = 0;
clear_stack = 0;
break;
case 0x0B: // return
if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr");
b = subr_stack[--subr_stack_height];
clear_stack = 0;
break;
case 0x0E: // endchar
stbtt__csctx_close_shape(c);
return 1;
case 0x0C: { // two-byte escape
float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;
float dx, dy;
int b1 = stbtt__buf_get8(&b);
switch (b1) {
// @TODO These "flex" implementations ignore the flex-depth and resolution,
// and always draw beziers.
case 0x22: // hflex
if (sp < 7) return STBTT__CSERR("hflex stack");
dx1 = s[0];
dx2 = s[1];
dy2 = s[2];
dx3 = s[3];
dx4 = s[4];
dx5 = s[5];
dx6 = s[6];
stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);
stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);
break;
case 0x23: // flex
if (sp < 13) return STBTT__CSERR("flex stack");
dx1 = s[0];
dy1 = s[1];
dx2 = s[2];
dy2 = s[3];
dx3 = s[4];
dy3 = s[5];
dx4 = s[6];
dy4 = s[7];
dx5 = s[8];
dy5 = s[9];
dx6 = s[10];
dy6 = s[11];
//fd is s[12]
stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
break;
case 0x24: // hflex1
if (sp < 9) return STBTT__CSERR("hflex1 stack");
dx1 = s[0];
dy1 = s[1];
dx2 = s[2];
dy2 = s[3];
dx3 = s[4];
dx4 = s[5];
dx5 = s[6];
dy5 = s[7];
dx6 = s[8];
stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);
stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));
break;
case 0x25: // flex1
if (sp < 11) return STBTT__CSERR("flex1 stack");
dx1 = s[0];
dy1 = s[1];
dx2 = s[2];
dy2 = s[3];
dx3 = s[4];
dy3 = s[5];
dx4 = s[6];
dy4 = s[7];
dx5 = s[8];
dy5 = s[9];
dx6 = dy6 = s[10];
dx = dx1+dx2+dx3+dx4+dx5;
dy = dy1+dy2+dy3+dy4+dy5;
if (STBTT_fabs(dx) > STBTT_fabs(dy))
dy6 = -dy;
else
dx6 = -dx;
stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
break;
default:
return STBTT__CSERR("unimplemented");
}
} break;
default:
if (b0 != 255 && b0 != 28 && b0 < 32)
return STBTT__CSERR("reserved operator");
// push immediate
if (b0 == 255) {
f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;
} else {
stbtt__buf_skip(&b, -1);
f = (float)(stbtt_int16)stbtt__cff_int(&b);
}
if (sp >= 48) return STBTT__CSERR("push stack overflow");
s[sp++] = f;
clear_stack = 0;
break;
}
if (clear_stack) sp = 0;
}
return STBTT__CSERR("no endchar");
#undef STBTT__CSERR
}
static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
{
// runs the charstring twice, once to count and once to output (to avoid realloc)
stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);
stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);
if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {
*pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);
output_ctx.pvertices = *pvertices;
if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {
STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);
return output_ctx.num_vertices;
}
}
*pvertices = NULL;
return 0;
}
static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
{
stbtt__csctx c = STBTT__CSCTX_INIT(1);
int r = stbtt__run_charstring(info, glyph_index, &c);
if (x0) *x0 = r ? c.min_x : 0;
if (y0) *y0 = r ? c.min_y : 0;
if (x1) *x1 = r ? c.max_x : 0;
if (y1) *y1 = r ? c.max_y : 0;
return r ? c.num_vertices : 0;
}
STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
{
if (!info->cff.size)
return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);
else
return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);
}
STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
{
stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
if (glyph_index < numOfLongHorMetrics) {
if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index);
if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
} else {
if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
}
}
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info)
{
stbtt_uint8 *data = info->data + info->kern;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
return ttUSHORT(data+10);
}
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)
{
stbtt_uint8 *data = info->data + info->kern;
int k, length;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
length = ttUSHORT(data+10);
if (table_length < length)
length = table_length;
for (k = 0; k < length; k++)
{
table[k].glyph1 = ttUSHORT(data+18+(k*6));
table[k].glyph2 = ttUSHORT(data+20+(k*6));
table[k].advance = ttSHORT(data+22+(k*6));
}
return length;
}
static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
{
stbtt_uint8 *data = info->data + info->kern;
stbtt_uint32 needle, straw;
int l, r, m;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
l = 0;
r = ttUSHORT(data+10) - 1;
needle = glyph1 << 16 | glyph2;
while (l <= r) {
m = (l + r) >> 1;
straw = ttULONG(data+18+(m*6)); // note: unaligned read
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else
return ttSHORT(data+22+(m*6));
}
return 0;
}
static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
{
stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
switch (coverageFormat) {
case 1: {
stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
// Binary search.
stbtt_int32 l=0, r=glyphCount-1, m;
int straw, needle=glyph;
while (l <= r) {
stbtt_uint8 *glyphArray = coverageTable + 4;
stbtt_uint16 glyphID;
m = (l + r) >> 1;
glyphID = ttUSHORT(glyphArray + 2 * m);
straw = glyphID;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
return m;
}
}
break;
}
case 2: {
stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
stbtt_uint8 *rangeArray = coverageTable + 4;
// Binary search.
stbtt_int32 l=0, r=rangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *rangeRecord;
m = (l + r) >> 1;
rangeRecord = rangeArray + 6 * m;
strawStart = ttUSHORT(rangeRecord);
strawEnd = ttUSHORT(rangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else {
stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
return startCoverageIndex + glyph - strawStart;
}
}
break;
}
default: return -1; // unsupported
}
return -1;
}
static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
{
stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
switch (classDefFormat)
{
case 1: {
stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
break;
}
case 2: {
stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
stbtt_uint8 *classRangeRecords = classDefTable + 4;
// Binary search.
stbtt_int32 l=0, r=classRangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *classRangeRecord;
m = (l + r) >> 1;
classRangeRecord = classRangeRecords + 6 * m;
strawStart = ttUSHORT(classRangeRecord);
strawEnd = ttUSHORT(classRangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
break;
}
default:
return -1; // Unsupported definition type, return an error.
}
// "All glyphs not assigned to a class fall into class 0". (OpenType spec)
return 0;
}
// Define to STBTT_assert(x) if you want to break on unimplemented formats.
#define STBTT_GPOS_TODO_assert(x)
static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
{
stbtt_uint16 lookupListOffset;
stbtt_uint8 *lookupList;
stbtt_uint16 lookupCount;
stbtt_uint8 *data;
stbtt_int32 i, sti;
if (!info->gpos) return 0;
data = info->data + info->gpos;
if (ttUSHORT(data+0) != 1) return 0; // Major version 1
if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
lookupListOffset = ttUSHORT(data+8);
lookupList = data + lookupListOffset;
lookupCount = ttUSHORT(lookupList);
for (i=0; i<lookupCount; ++i) {
stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
stbtt_uint8 *lookupTable = lookupList + lookupOffset;
stbtt_uint16 lookupType = ttUSHORT(lookupTable);
stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
stbtt_uint8 *subTableOffsets = lookupTable + 6;
if (lookupType != 2) // Pair Adjustment Positioning Subtable
continue;
for (sti=0; sti<subTableCount; sti++) {
stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
stbtt_uint8 *table = lookupTable + subtableOffset;
stbtt_uint16 posFormat = ttUSHORT(table);
stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
if (coverageIndex == -1) continue;
switch (posFormat) {
case 1: {
stbtt_int32 l, r, m;
int straw, needle;
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_int32 valueRecordPairSizeInBytes = 2;
stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
stbtt_uint8 *pairValueTable = table + pairPosOffset;
stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
stbtt_uint8 *pairValueArray = pairValueTable + 2;
if (coverageIndex >= pairSetCount) return 0;
needle=glyph2;
r=pairValueCount-1;
l=0;
// Binary search.
while (l <= r) {
stbtt_uint16 secondGlyph;
stbtt_uint8 *pairValue;
m = (l + r) >> 1;
pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
secondGlyph = ttUSHORT(pairValue);
straw = secondGlyph;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
return xAdvance;
}
}
} else
return 0;
break;
}
case 2: {
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
stbtt_uint16 class1Count = ttUSHORT(table + 12);
stbtt_uint16 class2Count = ttUSHORT(table + 14);
stbtt_uint8 *class1Records, *class2Records;
stbtt_int16 xAdvance;
if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed
if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed
class1Records = table + 16;
class2Records = class1Records + 2 * (glyph1class * class2Count);
xAdvance = ttSHORT(class2Records + 2 * glyph2class);
return xAdvance;
} else
return 0;
break;
}
default:
return 0; // Unsupported position format
}
}
}
return 0;
}
STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)
{
int xAdvance = 0;
if (info->gpos)
xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
else if (info->kern)
xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
return xAdvance;
}
STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
{
if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs
return 0;
return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
}
STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
{
stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
}
STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
{
if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4);
if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
}
STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)
{
int tab = stbtt__find_table(info->data, info->fontstart, "OS/2");
if (!tab)
return 0;
if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68);
if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);
if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);
return 1;
}
STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
{
*x0 = ttSHORT(info->data + info->head + 36);
*y0 = ttSHORT(info->data + info->head + 38);
*x1 = ttSHORT(info->data + info->head + 40);
*y1 = ttSHORT(info->data + info->head + 42);
}
STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
{
int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
return (float) height / fheight;
}
STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
{
int unitsPerEm = ttUSHORT(info->data + info->head + 18);
return pixels / unitsPerEm;
}
STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
{
STBTT_free(v, info->userdata);
}
STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)
{
int i;
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);
int numEntries = ttUSHORT(svg_doc_list);
stbtt_uint8 *svg_docs = svg_doc_list + 2;
for(i=0; i<numEntries; i++) {
stbtt_uint8 *svg_doc = svg_docs + (12 * i);
if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))
return svg_doc;
}
return 0;
}
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)
{
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc;
if (info->svg == 0)
return 0;
svg_doc = stbtt_FindSVGDoc(info, gl);
if (svg_doc != NULL) {
*svg = (char *) data + info->svg + ttULONG(svg_doc + 4);
return ttULONG(svg_doc + 8);
} else {
return 0;
}
}
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)
{
return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);
}
//////////////////////////////////////////////////////////////////////////////
//
// antialiasing software rasterizer
//
STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
{
int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
// e.g. space character
if (ix0) *ix0 = 0;
if (iy0) *iy0 = 0;
if (ix1) *ix1 = 0;
if (iy1) *iy1 = 0;
} else {
// move to integral bboxes (treating pixels as little squares, what pixels get touched)?
if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
}
}
STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
{
stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
}
STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
{
stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
}
STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
{
stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
}
//////////////////////////////////////////////////////////////////////////////
//
// Rasterizer
typedef struct stbtt__hheap_chunk
{
struct stbtt__hheap_chunk *next;
} stbtt__hheap_chunk;
typedef struct stbtt__hheap
{
struct stbtt__hheap_chunk *head;
void *first_free;
int num_remaining_in_head_chunk;
} stbtt__hheap;
static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
{
if (hh->first_free) {
void *p = hh->first_free;
hh->first_free = * (void **) p;
return p;
} else {
if (hh->num_remaining_in_head_chunk == 0) {
int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
if (c == NULL)
return NULL;
c->next = hh->head;
hh->head = c;
hh->num_remaining_in_head_chunk = count;
}
--hh->num_remaining_in_head_chunk;
return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;
}
}
static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
{
*(void **) p = hh->first_free;
hh->first_free = p;
}
static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
{
stbtt__hheap_chunk *c = hh->head;
while (c) {
stbtt__hheap_chunk *n = c->next;
STBTT_free(c, userdata);
c = n;
}
}
typedef struct stbtt__edge {
float x0,y0, x1,y1;
int invert;
} stbtt__edge;
typedef struct stbtt__active_edge
{
struct stbtt__active_edge *next;
#if STBTT_RASTERIZER_VERSION==1
int x,dx;
float ey;
int direction;
#elif STBTT_RASTERIZER_VERSION==2
float fx,fdx,fdy;
float direction;
float sy;
float ey;
#else
#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
#endif
} stbtt__active_edge;
#if STBTT_RASTERIZER_VERSION == 1
#define STBTT_FIXSHIFT 10
#define STBTT_FIX (1 << STBTT_FIXSHIFT)
#define STBTT_FIXMASK (STBTT_FIX-1)
static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
{
stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
STBTT_assert(z != NULL);
if (!z) return z;
// round dx down to avoid overshooting
if (dxdy < 0)
z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
else
z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
z->x -= off_x * STBTT_FIX;
z->ey = e->y1;
z->next = 0;
z->direction = e->invert ? 1 : -1;
return z;
}
#elif STBTT_RASTERIZER_VERSION == 2
static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
{
stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
STBTT_assert(z != NULL);
//STBTT_assert(e->y0 <= start_point);
if (!z) return z;
z->fdx = dxdy;
z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
z->fx = e->x0 + dxdy * (start_point - e->y0);
z->fx -= off_x;
z->direction = e->invert ? 1.0f : -1.0f;
z->sy = e->y0;
z->ey = e->y1;
z->next = 0;
return z;
}
#else
#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
#endif
#if STBTT_RASTERIZER_VERSION == 1
// note: this routine clips fills that extend off the edges... ideally this
// wouldn't happen, but it could happen if the truetype glyph bounding boxes
// are wrong, or if the user supplies a too-small bitmap
static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
{
// non-zero winding fill
int x0=0, w=0;
while (e) {
if (w == 0) {
// if we're currently at zero, we need to record the edge start point
x0 = e->x; w += e->direction;
} else {
int x1 = e->x; w += e->direction;
// if we went to zero, we need to draw
if (w == 0) {
int i = x0 >> STBTT_FIXSHIFT;
int j = x1 >> STBTT_FIXSHIFT;
if (i < len && j >= 0) {
if (i == j) {
// x0,x1 are the same pixel, so compute combined coverage
scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
} else {
if (i >= 0) // add antialiasing for x0
scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
else
i = -1; // clip
if (j < len) // add antialiasing for x1
scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
else
j = len; // clip
for (++i; i < j; ++i) // fill pixels between x0 and x1
scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
}
}
}
}
e = e->next;
}
}
static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
{
stbtt__hheap hh = { 0, 0, 0 };
stbtt__active_edge *active = NULL;
int y,j=0;
int max_weight = (255 / vsubsample); // weight per vertical scanline
int s; // vertical subsample index
unsigned char scanline_data[512], *scanline;
if (result->w > 512)
scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
else
scanline = scanline_data;
y = off_y * vsubsample;
e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
while (j < result->h) {
STBTT_memset(scanline, 0, result->w);
for (s=0; s < vsubsample; ++s) {
// find center of pixel for this scanline
float scan_y = y + 0.5f;
stbtt__active_edge **step = &active;
// update all active edges;
// remove all active edges that terminate before the center of this scanline
while (*step) {
stbtt__active_edge * z = *step;
if (z->ey <= scan_y) {
*step = z->next; // delete from list
STBTT_assert(z->direction);
z->direction = 0;
stbtt__hheap_free(&hh, z);
} else {
z->x += z->dx; // advance to position for current scanline
step = &((*step)->next); // advance through list
}
}
// resort the list if needed
for(;;) {
int changed=0;
step = &active;
while (*step && (*step)->next) {
if ((*step)->x > (*step)->next->x) {
stbtt__active_edge *t = *step;
stbtt__active_edge *q = t->next;
t->next = q->next;
q->next = t;
*step = q;
changed = 1;
}
step = &(*step)->next;
}
if (!changed) break;
}
// insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
while (e->y0 <= scan_y) {
if (e->y1 > scan_y) {
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
if (z != NULL) {
// find insertion point
if (active == NULL)
active = z;
else if (z->x < active->x) {
// insert at front
z->next = active;
active = z;
} else {
// find thing to insert AFTER
stbtt__active_edge *p = active;
while (p->next && p->next->x < z->x)
p = p->next;
// at this point, p->next->x is NOT < z->x
z->next = p->next;
p->next = z;
}
}
}
++e;
}
// now process all active edges in XOR fashion
if (active)
stbtt__fill_active_edges(scanline, result->w, active, max_weight);
++y;
}
STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
++j;
}
stbtt__hheap_cleanup(&hh, userdata);
if (scanline != scanline_data)
STBTT_free(scanline, userdata);
}
#elif STBTT_RASTERIZER_VERSION == 2
// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
// (i.e. it has already been clipped to those)
static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
{
if (y0 == y1) return;
STBTT_assert(y0 < y1);
STBTT_assert(e->sy <= e->ey);
if (y0 > e->ey) return;
if (y1 < e->sy) return;
if (y0 < e->sy) {
x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
y0 = e->sy;
}
if (y1 > e->ey) {
x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
y1 = e->ey;
}
if (x0 == x)
STBTT_assert(x1 <= x+1);
else if (x0 == x+1)
STBTT_assert(x1 >= x);
else if (x0 <= x)
STBTT_assert(x1 <= x);
else if (x0 >= x+1)
STBTT_assert(x1 >= x+1);
else
STBTT_assert(x1 >= x && x1 <= x+1);
if (x0 <= x && x1 <= x)
scanline[x] += e->direction * (y1-y0);
else if (x0 >= x+1 && x1 >= x+1)
;
else {
STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
}
}
static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)
{
STBTT_assert(top_width >= 0);
STBTT_assert(bottom_width >= 0);
return (top_width + bottom_width) / 2.0f * height;
}
static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)
{
return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);
}
static float stbtt__sized_triangle_area(float height, float width)
{
return height * width / 2;
}
static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
{
float y_bottom = y_top+1;
while (e) {
// brute force every pixel
// compute intersection points with top & bottom
STBTT_assert(e->ey >= y_top);
if (e->fdx == 0) {
float x0 = e->fx;
if (x0 < len) {
if (x0 >= 0) {
stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
} else {
stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
}
}
} else {
float x0 = e->fx;
float dx = e->fdx;
float xb = x0 + dx;
float x_top, x_bottom;
float sy0,sy1;
float dy = e->fdy;
STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
// compute endpoints of line segment clipped to this scanline (if the
// line segment starts on this scanline. x0 is the intersection of the
// line with y_top, but that may be off the line segment.
if (e->sy > y_top) {
x_top = x0 + dx * (e->sy - y_top);
sy0 = e->sy;
} else {
x_top = x0;
sy0 = y_top;
}
if (e->ey < y_bottom) {
x_bottom = x0 + dx * (e->ey - y_top);
sy1 = e->ey;
} else {
x_bottom = xb;
sy1 = y_bottom;
}
if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
// from here on, we don't have to range check x values
if ((int) x_top == (int) x_bottom) {
float height;
// simple case, only spans one pixel
int x = (int) x_top;
height = (sy1 - sy0) * e->direction;
STBTT_assert(x >= 0 && x < len);
scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);
scanline_fill[x] += height; // everything right of this pixel is filled
} else {
int x,x1,x2;
float y_crossing, y_final, step, sign, area;
// covers 2+ pixels
if (x_top > x_bottom) {
// flip scanline vertically; signed area is the same
float t;
sy0 = y_bottom - (sy0 - y_top);
sy1 = y_bottom - (sy1 - y_top);
t = sy0, sy0 = sy1, sy1 = t;
t = x_bottom, x_bottom = x_top, x_top = t;
dx = -dx;
dy = -dy;
t = x0, x0 = xb, xb = t;
}
STBTT_assert(dy >= 0);
STBTT_assert(dx >= 0);
x1 = (int) x_top;
x2 = (int) x_bottom;
// compute intersection with y axis at x1+1
y_crossing = y_top + dy * (x1+1 - x0);
// compute intersection with y axis at x2
y_final = y_top + dy * (x2 - x0);
// x1 x_top x2 x_bottom
// y_top +------|-----+------------+------------+--------|---+------------+
// | | | | | |
// | | | | | |
// sy0 | Txxxxx|............|............|............|............|
// y_crossing | *xxxxx.......|............|............|............|
// | | xxxxx..|............|............|............|
// | | /- xx*xxxx........|............|............|
// | | dy < | xxxxxx..|............|............|
// y_final | | \- | xx*xxx.........|............|
// sy1 | | | | xxxxxB...|............|
// | | | | | |
// | | | | | |
// y_bottom +------------+------------+------------+------------+------------+
//
// goal is to measure the area covered by '.' in each pixel
// if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
// @TODO: maybe test against sy1 rather than y_bottom?
if (y_crossing > y_bottom)
y_crossing = y_bottom;
sign = e->direction;
// area of the rectangle covered from sy0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);
// check if final y_crossing is blown up; no test case for this
if (y_final > y_bottom) {
int denom = (x2 - (x1+1));
y_final = y_bottom;
if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)
dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom
}
}
// in second pixel, area covered by line segment found in first pixel
// is always a rectangle 1 wide * the height of that line segment; this
// is exactly what the variable 'area' stores. it also gets a contribution
// from the line segment within it. the THIRD pixel will get the first
// pixel's rectangle contribution, the second pixel's rectangle contribution,
// and its own contribution. the 'own contribution' is the same in every pixel except
// the leftmost and rightmost, a trapezoid that slides down in each pixel.
// the second pixel's contribution to the third pixel will be the
// rectangle 1 wide times the height change in the second pixel, which is dy.
step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
// which multiplied by 1-pixel-width is how much pixel area changes for each step in x
// so the area advances by 'step' every time
for (x = x1+1; x < x2; ++x) {
scanline[x] += area + step/2; // area of trapezoid is 1*step/2
area += step;
}
STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
STBTT_assert(sy1 > y_final-0.01f);
// area covered in the last pixel is the rectangle from all the pixels to the left,
// plus the trapezoid filled by the line segment in this pixel all the way to the right edge
scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
// the rest of the line is filled based on the total height of the line segment in this pixel
scanline_fill[x2] += sign * (sy1-sy0);
}
} else {
// if edge goes outside of box we're drawing, we require
// clipping logic. since this does not match the intended use
// of this library, we use a different, very slow brute
// force implementation
// note though that this does happen some of the time because
// x_top and x_bottom can be extrapolated at the top & bottom of
// the shape and actually lie outside the bounding box
int x;
for (x=0; x < len; ++x) {
// cases:
//
// there can be up to two intersections with the pixel. any intersection
// with left or right edges can be handled by splitting into two (or three)
// regions. intersections with top & bottom do not necessitate case-wise logic.
//
// the old way of doing this found the intersections with the left & right edges,
// then used some simple logic to produce up to three segments in sorted order
// from top-to-bottom. however, this had a problem: if an x edge was epsilon
// across the x border, then the corresponding y position might not be distinct
// from the other y segment, and it might ignored as an empty segment. to avoid
// that, we need to explicitly produce segments based on x positions.
// rename variables to clearly-defined pairs
float y0 = y_top;
float x1 = (float) (x);
float x2 = (float) (x+1);
float x3 = xb;
float y3 = y_bottom;
// x = e->x + e->dx * (y-y_top)
// (y-y_top) = (x - e->x) / e->dx
// y = (x - e->x) / e->dx + y_top
float y1 = (x - x0) / dx + y_top;
float y2 = (x+1 - x0) / dx + y_top;
if (x0 < x1 && x3 > x2) { // three segments descending down-right
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
} else if (x3 < x1 && x0 > x2) { // three segments descending down-left
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
} else if (x0 < x1 && x3 > x1) { // two segments across x, down-right
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
} else if (x3 < x1 && x0 > x1) { // two segments across x, down-left
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
} else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
} else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
} else { // one segment
stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
}
}
}
}
e = e->next;
}
}
// directly AA rasterize edges w/o supersampling
static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
{
stbtt__hheap hh = { 0, 0, 0 };
stbtt__active_edge *active = NULL;
int y,j=0, i;
float scanline_data[129], *scanline, *scanline2;
STBTT__NOTUSED(vsubsample);
if (result->w > 64)
scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
else
scanline = scanline_data;
scanline2 = scanline + result->w;
y = off_y;
e[n].y0 = (float) (off_y + result->h) + 1;
while (j < result->h) {
// find center of pixel for this scanline
float scan_y_top = y + 0.0f;
float scan_y_bottom = y + 1.0f;
stbtt__active_edge **step = &active;
STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
// update all active edges;
// remove all active edges that terminate before the top of this scanline
while (*step) {
stbtt__active_edge * z = *step;
if (z->ey <= scan_y_top) {
*step = z->next; // delete from list
STBTT_assert(z->direction);
z->direction = 0;
stbtt__hheap_free(&hh, z);
} else {
step = &((*step)->next); // advance through list
}
}
// insert all edges that start before the bottom of this scanline
while (e->y0 <= scan_y_bottom) {
if (e->y0 != e->y1) {
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
if (z != NULL) {
if (j == 0 && off_y != 0) {
if (z->ey < scan_y_top) {
// this can happen due to subpixel positioning and some kind of fp rounding error i think
z->ey = scan_y_top;
}
}
STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
// insert at front
z->next = active;
active = z;
}
}
++e;
}
// now process all active edges
if (active)
stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
{
float sum = 0;
for (i=0; i < result->w; ++i) {
float k;
int m;
sum += scanline2[i];
k = scanline[i] + sum;
k = (float) STBTT_fabs(k)*255 + 0.5f;
m = (int) k;
if (m > 255) m = 255;
result->pixels[j*result->stride + i] = (unsigned char) m;
}
}
// advance all the edges
step = &active;
while (*step) {
stbtt__active_edge *z = *step;
z->fx += z->fdx; // advance to position for current scanline
step = &((*step)->next); // advance through list
}
++y;
++j;
}
stbtt__hheap_cleanup(&hh, userdata);
if (scanline != scanline_data)
STBTT_free(scanline, userdata);
}
#else
#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
#endif
#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0)
static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
{
int i,j;
for (i=1; i < n; ++i) {
stbtt__edge t = p[i], *a = &t;
j = i;
while (j > 0) {
stbtt__edge *b = &p[j-1];
int c = STBTT__COMPARE(a,b);
if (!c) break;
p[j] = p[j-1];
--j;
}
if (i != j)
p[j] = t;
}
}
static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
{
/* threshold for transitioning to insertion sort */
while (n > 12) {
stbtt__edge t;
int c01,c12,c,m,i,j;
/* compute median of three */
m = n >> 1;
c01 = STBTT__COMPARE(&p[0],&p[m]);
c12 = STBTT__COMPARE(&p[m],&p[n-1]);
/* if 0 >= mid >= end, or 0 < mid < end, then use mid */
if (c01 != c12) {
/* otherwise, we'll need to swap something else to middle */
int z;
c = STBTT__COMPARE(&p[0],&p[n-1]);
/* 0>mid && mid<n: 0>n => n; 0<n => 0 */
/* 0<mid && mid>n: 0>n => 0; 0<n => n */
z = (c == c12) ? 0 : n-1;
t = p[z];
p[z] = p[m];
p[m] = t;
}
/* now p[m] is the median-of-three */
/* swap it to the beginning so it won't move around */
t = p[0];
p[0] = p[m];
p[m] = t;
/* partition loop */
i=1;
j=n-1;
for(;;) {
/* handling of equality is crucial here */
/* for sentinels & efficiency with duplicates */
for (;;++i) {
if (!STBTT__COMPARE(&p[i], &p[0])) break;
}
for (;;--j) {
if (!STBTT__COMPARE(&p[0], &p[j])) break;
}
/* make sure we haven't crossed */
if (i >= j) break;
t = p[i];
p[i] = p[j];
p[j] = t;
++i;
--j;
}
/* recurse on smaller side, iterate on larger */
if (j < (n-i)) {
stbtt__sort_edges_quicksort(p,j);
p = p+i;
n = n-i;
} else {
stbtt__sort_edges_quicksort(p+i, n-i);
n = j;
}
}
}
static void stbtt__sort_edges(stbtt__edge *p, int n)
{
stbtt__sort_edges_quicksort(p, n);
stbtt__sort_edges_ins_sort(p, n);
}
typedef struct
{
float x,y;
} stbtt__point;
static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
{
float y_scale_inv = invert ? -scale_y : scale_y;
stbtt__edge *e;
int n,i,j,k,m;
#if STBTT_RASTERIZER_VERSION == 1
int vsubsample = result->h < 8 ? 15 : 5;
#elif STBTT_RASTERIZER_VERSION == 2
int vsubsample = 1;
#else
#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
#endif
// vsubsample should divide 255 evenly; otherwise we won't reach full opacity
// now we have to blow out the windings into explicit edge lists
n = 0;
for (i=0; i < windings; ++i)
n += wcount[i];
e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
if (e == 0) return;
n = 0;
m=0;
for (i=0; i < windings; ++i) {
stbtt__point *p = pts + m;
m += wcount[i];
j = wcount[i]-1;
for (k=0; k < wcount[i]; j=k++) {
int a=k,b=j;
// skip the edge if horizontal
if (p[j].y == p[k].y)
continue;
// add edge from j to k to the list
e[n].invert = 0;
if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
e[n].invert = 1;
a=j,b=k;
}
e[n].x0 = p[a].x * scale_x + shift_x;
e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
e[n].x1 = p[b].x * scale_x + shift_x;
e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
++n;
}
}
// now sort the edges by their highest point (should snap to integer, and then by x)
//STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
stbtt__sort_edges(e, n);
// now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
STBTT_free(e, userdata);
}
static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
{
if (!points) return; // during first pass, it's unallocated
points[n].x = x;
points[n].y = y;
}
// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
{
// midpoint
float mx = (x0 + 2*x1 + x2)/4;
float my = (y0 + 2*y1 + y2)/4;
// versus directly drawn line
float dx = (x0+x2)/2 - mx;
float dy = (y0+y2)/2 - my;
if (n > 16) // 65536 segments on one curve better be enough!
return 1;
if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
} else {
stbtt__add_point(points, *num_points,x2,y2);
*num_points = *num_points+1;
}
return 1;
}
static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)
{
// @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
float dx0 = x1-x0;
float dy0 = y1-y0;
float dx1 = x2-x1;
float dy1 = y2-y1;
float dx2 = x3-x2;
float dy2 = y3-y2;
float dx = x3-x0;
float dy = y3-y0;
float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));
float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);
float flatness_squared = longlen*longlen-shortlen*shortlen;
if (n > 16) // 65536 segments on one curve better be enough!
return;
if (flatness_squared > objspace_flatness_squared) {
float x01 = (x0+x1)/2;
float y01 = (y0+y1)/2;
float x12 = (x1+x2)/2;
float y12 = (y1+y2)/2;
float x23 = (x2+x3)/2;
float y23 = (y2+y3)/2;
float xa = (x01+x12)/2;
float ya = (y01+y12)/2;
float xb = (x12+x23)/2;
float yb = (y12+y23)/2;
float mx = (xa+xb)/2;
float my = (ya+yb)/2;
stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);
stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);
} else {
stbtt__add_point(points, *num_points,x3,y3);
*num_points = *num_points+1;
}
}
// returns number of contours
static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
{
stbtt__point *points=0;
int num_points=0;
float objspace_flatness_squared = objspace_flatness * objspace_flatness;
int i,n=0,start=0, pass;
// count how many "moves" there are to get the contour count
for (i=0; i < num_verts; ++i)
if (vertices[i].type == STBTT_vmove)
++n;
*num_contours = n;
if (n == 0) return 0;
*contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
if (*contour_lengths == 0) {
*num_contours = 0;
return 0;
}
// make two passes through the points so we don't need to realloc
for (pass=0; pass < 2; ++pass) {
float x=0,y=0;
if (pass == 1) {
points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
if (points == NULL) goto error;
}
num_points = 0;
n= -1;
for (i=0; i < num_verts; ++i) {
switch (vertices[i].type) {
case STBTT_vmove:
// start the next contour
if (n >= 0)
(*contour_lengths)[n] = num_points - start;
++n;
start = num_points;
x = vertices[i].x, y = vertices[i].y;
stbtt__add_point(points, num_points++, x,y);
break;
case STBTT_vline:
x = vertices[i].x, y = vertices[i].y;
stbtt__add_point(points, num_points++, x, y);
break;
case STBTT_vcurve:
stbtt__tesselate_curve(points, &num_points, x,y,
vertices[i].cx, vertices[i].cy,
vertices[i].x, vertices[i].y,
objspace_flatness_squared, 0);
x = vertices[i].x, y = vertices[i].y;
break;
case STBTT_vcubic:
stbtt__tesselate_cubic(points, &num_points, x,y,
vertices[i].cx, vertices[i].cy,
vertices[i].cx1, vertices[i].cy1,
vertices[i].x, vertices[i].y,
objspace_flatness_squared, 0);
x = vertices[i].x, y = vertices[i].y;
break;
}
}
(*contour_lengths)[n] = num_points - start;
}
return points;
error:
STBTT_free(points, userdata);
STBTT_free(*contour_lengths, userdata);
*contour_lengths = 0;
*num_contours = 0;
return NULL;
}
STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
{
float scale = scale_x > scale_y ? scale_y : scale_x;
int winding_count = 0;
int *winding_lengths = NULL;
stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
if (windings) {
stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
STBTT_free(winding_lengths, userdata);
STBTT_free(windings, userdata);
}
}
STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
{
STBTT_free(bitmap, userdata);
}
STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
{
int ix0,iy0,ix1,iy1;
stbtt__bitmap gbm;
stbtt_vertex *vertices;
int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
if (scale_x == 0) scale_x = scale_y;
if (scale_y == 0) {
if (scale_x == 0) {
STBTT_free(vertices, info->userdata);
return NULL;
}
scale_y = scale_x;
}
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
// now we get the size
gbm.w = (ix1 - ix0);
gbm.h = (iy1 - iy0);
gbm.pixels = NULL; // in case we error
if (width ) *width = gbm.w;
if (height) *height = gbm.h;
if (xoff ) *xoff = ix0;
if (yoff ) *yoff = iy0;
if (gbm.w && gbm.h) {
gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
if (gbm.pixels) {
gbm.stride = gbm.w;
stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
}
}
STBTT_free(vertices, info->userdata);
return gbm.pixels;
}
STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
}
STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
{
int ix0,iy0;
stbtt_vertex *vertices;
int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
stbtt__bitmap gbm;
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
gbm.pixels = output;
gbm.w = out_w;
gbm.h = out_h;
gbm.stride = out_stride;
if (gbm.w && gbm.h)
stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
STBTT_free(vertices, info->userdata);
}
STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
{
stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
}
STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
}
STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)
{
stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));
}
STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
{
stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
}
STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
}
STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
{
stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
}
//////////////////////////////////////////////////////////////////////////////
//
// bitmap baking
//
// This is SUPER-CRAPPY packing to keep source code small
static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
float pixel_height, // height of font in pixels
unsigned char *pixels, int pw, int ph, // bitmap to be filled in
int first_char, int num_chars, // characters to bake
stbtt_bakedchar *chardata)
{
float scale;
int x,y,bottom_y, i;
stbtt_fontinfo f;
f.userdata = NULL;
if (!stbtt_InitFont(&f, data, offset))
return -1;
STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
x=y=1;
bottom_y = 1;
scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
for (i=0; i < num_chars; ++i) {
int advance, lsb, x0,y0,x1,y1,gw,gh;
int g = stbtt_FindGlyphIndex(&f, first_char + i);
stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
gw = x1-x0;
gh = y1-y0;
if (x + gw + 1 >= pw)
y = bottom_y, x = 1; // advance to next row
if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
return -i;
STBTT_assert(x+gw < pw);
STBTT_assert(y+gh < ph);
stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
chardata[i].x0 = (stbtt_int16) x;
chardata[i].y0 = (stbtt_int16) y;
chardata[i].x1 = (stbtt_int16) (x + gw);
chardata[i].y1 = (stbtt_int16) (y + gh);
chardata[i].xadvance = scale * advance;
chardata[i].xoff = (float) x0;
chardata[i].yoff = (float) y0;
x = x + gw + 1;
if (y+gh+1 > bottom_y)
bottom_y = y+gh+1;
}
return bottom_y;
}
STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
{
float d3d_bias = opengl_fillrule ? 0 : -0.5f;
float ipw = 1.0f / pw, iph = 1.0f / ph;
const stbtt_bakedchar *b = chardata + char_index;
int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
q->x0 = round_x + d3d_bias;
q->y0 = round_y + d3d_bias;
q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
q->s0 = b->x0 * ipw;
q->t0 = b->y0 * iph;
q->s1 = b->x1 * ipw;
q->t1 = b->y1 * iph;
*xpos += b->xadvance;
}
//////////////////////////////////////////////////////////////////////////////
//
// rectangle packing replacement routines if you don't have stb_rect_pack.h
//
#ifndef STB_RECT_PACK_VERSION
typedef int stbrp_coord;
////////////////////////////////////////////////////////////////////////////////////
// //
// //
// COMPILER WARNING ?!?!? //
// //
// //
// if you get a compile warning due to these symbols being defined more than //
// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" //
// //
////////////////////////////////////////////////////////////////////////////////////
typedef struct
{
int width,height;
int x,y,bottom_y;
} stbrp_context;
typedef struct
{
unsigned char x;
} stbrp_node;
struct stbrp_rect
{
stbrp_coord x,y;
int id,w,h,was_packed;
};
static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
{
con->width = pw;
con->height = ph;
con->x = 0;
con->y = 0;
con->bottom_y = 0;
STBTT__NOTUSED(nodes);
STBTT__NOTUSED(num_nodes);
}
static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
{
int i;
for (i=0; i < num_rects; ++i) {
if (con->x + rects[i].w > con->width) {
con->x = 0;
con->y = con->bottom_y;
}
if (con->y + rects[i].h > con->height)
break;
rects[i].x = con->x;
rects[i].y = con->y;
rects[i].was_packed = 1;
con->x += rects[i].w;
if (con->y + rects[i].h > con->bottom_y)
con->bottom_y = con->y + rects[i].h;
}
for ( ; i < num_rects; ++i)
rects[i].was_packed = 0;
}
#endif
//////////////////////////////////////////////////////////////////////////////
//
// bitmap baking
//
// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
{
stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context);
int num_nodes = pw - padding;
stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context);
if (context == NULL || nodes == NULL) {
if (context != NULL) STBTT_free(context, alloc_context);
if (nodes != NULL) STBTT_free(nodes , alloc_context);
return 0;
}
spc->user_allocator_context = alloc_context;
spc->width = pw;
spc->height = ph;
spc->pixels = pixels;
spc->pack_info = context;
spc->nodes = nodes;
spc->padding = padding;
spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
spc->h_oversample = 1;
spc->v_oversample = 1;
spc->skip_missing = 0;
stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
if (pixels)
STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
return 1;
}
STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc)
{
STBTT_free(spc->nodes , spc->user_allocator_context);
STBTT_free(spc->pack_info, spc->user_allocator_context);
}
STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
{
STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
if (h_oversample <= STBTT_MAX_OVERSAMPLE)
spc->h_oversample = h_oversample;
if (v_oversample <= STBTT_MAX_OVERSAMPLE)
spc->v_oversample = v_oversample;
}
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
{
spc->skip_missing = skip;
}
#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
{
unsigned char buffer[STBTT_MAX_OVERSAMPLE];
int safe_w = w - kernel_width;
int j;
STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
for (j=0; j < h; ++j) {
int i;
unsigned int total;
STBTT_memset(buffer, 0, kernel_width);
total = 0;
// make kernel_width a constant in common cases so compiler can optimize out the divide
switch (kernel_width) {
case 2:
for (i=0; i <= safe_w; ++i) {
total += pixels[i] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
pixels[i] = (unsigned char) (total / 2);
}
break;
case 3:
for (i=0; i <= safe_w; ++i) {
total += pixels[i] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
pixels[i] = (unsigned char) (total / 3);
}
break;
case 4:
for (i=0; i <= safe_w; ++i) {
total += pixels[i] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
pixels[i] = (unsigned char) (total / 4);
}
break;
case 5:
for (i=0; i <= safe_w; ++i) {
total += pixels[i] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
pixels[i] = (unsigned char) (total / 5);
}
break;
default:
for (i=0; i <= safe_w; ++i) {
total += pixels[i] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
pixels[i] = (unsigned char) (total / kernel_width);
}
break;
}
for (; i < w; ++i) {
STBTT_assert(pixels[i] == 0);
total -= buffer[i & STBTT__OVER_MASK];
pixels[i] = (unsigned char) (total / kernel_width);
}
pixels += stride_in_bytes;
}
}
static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
{
unsigned char buffer[STBTT_MAX_OVERSAMPLE];
int safe_h = h - kernel_width;
int j;
STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
for (j=0; j < w; ++j) {
int i;
unsigned int total;
STBTT_memset(buffer, 0, kernel_width);
total = 0;
// make kernel_width a constant in common cases so compiler can optimize out the divide
switch (kernel_width) {
case 2:
for (i=0; i <= safe_h; ++i) {
total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
}
break;
case 3:
for (i=0; i <= safe_h; ++i) {
total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
}
break;
case 4:
for (i=0; i <= safe_h; ++i) {
total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
}
break;
case 5:
for (i=0; i <= safe_h; ++i) {
total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
}
break;
default:
for (i=0; i <= safe_h; ++i) {
total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
}
break;
}
for (; i < h; ++i) {
STBTT_assert(pixels[i*stride_in_bytes] == 0);
total -= buffer[i & STBTT__OVER_MASK];
pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
}
pixels += 1;
}
}
static float stbtt__oversample_shift(int oversample)
{
if (!oversample)
return 0.0f;
// The prefilter is a box filter of width "oversample",
// which shifts phase by (oversample - 1)/2 pixels in
// oversampled space. We want to shift in the opposite
// direction to counter this.
return (float)-(oversample - 1) / (2.0f * (float)oversample);
}
// rects array must be big enough to accommodate all characters in the given ranges
STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k;
int missing_glyph_added = 0;
k=0;
for (i=0; i < num_ranges; ++i) {
float fh = ranges[i].font_size;
float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
ranges[i].h_oversample = (unsigned char) spc->h_oversample;
ranges[i].v_oversample = (unsigned char) spc->v_oversample;
for (j=0; j < ranges[i].num_chars; ++j) {
int x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {
rects[k].w = rects[k].h = 0;
} else {
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
scale * spc->h_oversample,
scale * spc->v_oversample,
0,0,
&x0,&y0,&x1,&y1);
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
if (glyph == 0)
missing_glyph_added = 1;
}
++k;
}
}
return k;
}
STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)
{
stbtt_MakeGlyphBitmapSubpixel(info,
output,
out_w - (prefilter_x - 1),
out_h - (prefilter_y - 1),
out_stride,
scale_x,
scale_y,
shift_x,
shift_y,
glyph);
if (prefilter_x > 1)
stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);
if (prefilter_y > 1)
stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);
*sub_x = stbtt__oversample_shift(prefilter_x);
*sub_y = stbtt__oversample_shift(prefilter_y);
}
// rects array must be big enough to accommodate all characters in the given ranges
STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k, missing_glyph = -1, return_value = 1;
// save current values
int old_h_over = spc->h_oversample;
int old_v_over = spc->v_oversample;
k = 0;
for (i=0; i < num_ranges; ++i) {
float fh = ranges[i].font_size;
float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
float recip_h,recip_v,sub_x,sub_y;
spc->h_oversample = ranges[i].h_oversample;
spc->v_oversample = ranges[i].v_oversample;
recip_h = 1.0f / spc->h_oversample;
recip_v = 1.0f / spc->v_oversample;
sub_x = stbtt__oversample_shift(spc->h_oversample);
sub_y = stbtt__oversample_shift(spc->v_oversample);
for (j=0; j < ranges[i].num_chars; ++j) {
stbrp_rect *r = &rects[k];
if (r->was_packed && r->w != 0 && r->h != 0) {
stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
int advance, lsb, x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
stbrp_coord pad = (stbrp_coord) spc->padding;
// pad on left and top
r->x += pad;
r->y += pad;
r->w -= pad;
r->h -= pad;
stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
stbtt_GetGlyphBitmapBox(info, glyph,
scale * spc->h_oversample,
scale * spc->v_oversample,
&x0,&y0,&x1,&y1);
stbtt_MakeGlyphBitmapSubpixel(info,
spc->pixels + r->x + r->y*spc->stride_in_bytes,
r->w - spc->h_oversample+1,
r->h - spc->v_oversample+1,
spc->stride_in_bytes,
scale * spc->h_oversample,
scale * spc->v_oversample,
0,0,
glyph);
if (spc->h_oversample > 1)
stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
r->w, r->h, spc->stride_in_bytes,
spc->h_oversample);
if (spc->v_oversample > 1)
stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
r->w, r->h, spc->stride_in_bytes,
spc->v_oversample);
bc->x0 = (stbtt_int16) r->x;
bc->y0 = (stbtt_int16) r->y;
bc->x1 = (stbtt_int16) (r->x + r->w);
bc->y1 = (stbtt_int16) (r->y + r->h);
bc->xadvance = scale * advance;
bc->xoff = (float) x0 * recip_h + sub_x;
bc->yoff = (float) y0 * recip_v + sub_y;
bc->xoff2 = (x0 + r->w) * recip_h + sub_x;
bc->yoff2 = (y0 + r->h) * recip_v + sub_y;
if (glyph == 0)
missing_glyph = j;
} else if (spc->skip_missing) {
return_value = 0;
} else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {
ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];
} else {
return_value = 0; // if any fail, report failure
}
++k;
}
}
// restore original values
spc->h_oversample = old_h_over;
spc->v_oversample = old_v_over;
return return_value;
}
STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
{
stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
}
STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
{
stbtt_fontinfo info;
int i, j, n, return_value; // [DEAR IMGUI] removed = 1;
//stbrp_context *context = (stbrp_context *) spc->pack_info;
stbrp_rect *rects;
// flag all characters as NOT packed
for (i=0; i < num_ranges; ++i)
for (j=0; j < ranges[i].num_chars; ++j)
ranges[i].chardata_for_range[j].x0 =
ranges[i].chardata_for_range[j].y0 =
ranges[i].chardata_for_range[j].x1 =
ranges[i].chardata_for_range[j].y1 = 0;
n = 0;
for (i=0; i < num_ranges; ++i)
n += ranges[i].num_chars;
rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
if (rects == NULL)
return 0;
info.userdata = spc->user_allocator_context;
stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
stbtt_PackFontRangesPackRects(spc, rects, n);
return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
STBTT_free(rects, spc->user_allocator_context);
return return_value;
}
STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
{
stbtt_pack_range range;
range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
range.array_of_unicode_codepoints = NULL;
range.num_chars = num_chars_in_range;
range.chardata_for_range = chardata_for_range;
range.font_size = font_size;
return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
}
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
{
int i_ascent, i_descent, i_lineGap;
float scale;
stbtt_fontinfo info;
stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
*ascent = (float) i_ascent * scale;
*descent = (float) i_descent * scale;
*lineGap = (float) i_lineGap * scale;
}
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
{
float ipw = 1.0f / pw, iph = 1.0f / ph;
const stbtt_packedchar *b = chardata + char_index;
if (align_to_integer) {
float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
q->x0 = x;
q->y0 = y;
q->x1 = x + b->xoff2 - b->xoff;
q->y1 = y + b->yoff2 - b->yoff;
} else {
q->x0 = *xpos + b->xoff;
q->y0 = *ypos + b->yoff;
q->x1 = *xpos + b->xoff2;
q->y1 = *ypos + b->yoff2;
}
q->s0 = b->x0 * ipw;
q->t0 = b->y0 * iph;
q->s1 = b->x1 * ipw;
q->t1 = b->y1 * iph;
*xpos += b->xadvance;
}
//////////////////////////////////////////////////////////////////////////////
//
// sdf computation
//
#define STBTT_min(a,b) ((a) < (b) ? (a) : (b))
#define STBTT_max(a,b) ((a) < (b) ? (b) : (a))
static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])
{
float q0perp = q0[1]*ray[0] - q0[0]*ray[1];
float q1perp = q1[1]*ray[0] - q1[0]*ray[1];
float q2perp = q2[1]*ray[0] - q2[0]*ray[1];
float roperp = orig[1]*ray[0] - orig[0]*ray[1];
float a = q0perp - 2*q1perp + q2perp;
float b = q1perp - q0perp;
float c = q0perp - roperp;
float s0 = 0., s1 = 0.;
int num_s = 0;
if (a != 0.0) {
float discr = b*b - a*c;
if (discr > 0.0) {
float rcpna = -1 / a;
float d = (float) STBTT_sqrt(discr);
s0 = (b+d) * rcpna;
s1 = (b-d) * rcpna;
if (s0 >= 0.0 && s0 <= 1.0)
num_s = 1;
if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {
if (num_s == 0) s0 = s1;
++num_s;
}
}
} else {
// 2*b*s + c = 0
// s = -c / (2*b)
s0 = c / (-2 * b);
if (s0 >= 0.0 && s0 <= 1.0)
num_s = 1;
}
if (num_s == 0)
return 0;
else {
float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);
float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;
float q0d = q0[0]*rayn_x + q0[1]*rayn_y;
float q1d = q1[0]*rayn_x + q1[1]*rayn_y;
float q2d = q2[0]*rayn_x + q2[1]*rayn_y;
float rod = orig[0]*rayn_x + orig[1]*rayn_y;
float q10d = q1d - q0d;
float q20d = q2d - q0d;
float q0rd = q0d - rod;
hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;
hits[0][1] = a*s0+b;
if (num_s > 1) {
hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;
hits[1][1] = a*s1+b;
return 2;
} else {
return 1;
}
}
}
static int equal(float *a, float *b)
{
return (a[0] == b[0] && a[1] == b[1]);
}
static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)
{
int i;
float orig[2], ray[2] = { 1, 0 };
float y_frac;
int winding = 0;
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);
if (y_frac < 0.01f)
y += 0.01f;
else if (y_frac > 0.99f)
y -= 0.01f;
orig[0] = x;
orig[1] = y;
// test a ray from (-infinity,y) to (x,y)
for (i=0; i < nverts; ++i) {
if (verts[i].type == STBTT_vline) {
int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;
int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
if (x_inter < x)
winding += (y0 < y1) ? 1 : -1;
}
}
if (verts[i].type == STBTT_vcurve) {
int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;
int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy;
int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ;
int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));
int by = STBTT_max(y0,STBTT_max(y1,y2));
if (y > ay && y < by && x > ax) {
float q0[2],q1[2],q2[2];
float hits[2][2];
q0[0] = (float)x0;
q0[1] = (float)y0;
q1[0] = (float)x1;
q1[1] = (float)y1;
q2[0] = (float)x2;
q2[1] = (float)y2;
if (equal(q0,q1) || equal(q1,q2)) {
x0 = (int)verts[i-1].x;
y0 = (int)verts[i-1].y;
x1 = (int)verts[i ].x;
y1 = (int)verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
if (x_inter < x)
winding += (y0 < y1) ? 1 : -1;
}
} else {
int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);
if (num_hits >= 1)
if (hits[0][0] < 0)
winding += (hits[0][1] < 0 ? -1 : 1);
if (num_hits >= 2)
if (hits[1][0] < 0)
winding += (hits[1][1] < 0 ? -1 : 1);
}
}
}
}
return winding;
}
static float stbtt__cuberoot( float x )
{
if (x<0)
return -(float) STBTT_pow(-x,1.0f/3.0f);
else
return (float) STBTT_pow( x,1.0f/3.0f);
}
// x^3 + a*x^2 + b*x + c = 0
static int stbtt__solve_cubic(float a, float b, float c, float* r)
{
float s = -a / 3;
float p = b - a*a / 3;
float q = a * (2*a*a - 9*b) / 27 + c;
float p3 = p*p*p;
float d = q*q + 4*p3 / 27;
if (d >= 0) {
float z = (float) STBTT_sqrt(d);
float u = (-q + z) / 2;
float v = (-q - z) / 2;
u = stbtt__cuberoot(u);
v = stbtt__cuberoot(v);
r[0] = s + u + v;
return 1;
} else {
float u = (float) STBTT_sqrt(-p/3);
float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
float m = (float) STBTT_cos(v);
float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;
r[0] = s + u * 2 * m;
r[1] = s - u * (m + n);
r[2] = s - u * (m - n);
//STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?
//STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);
//STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);
return 3;
}
}
STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
{
float scale_x = scale, scale_y = scale;
int ix0,iy0,ix1,iy1;
int w,h;
unsigned char *data;
if (scale == 0) return NULL;
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
// if empty, return NULL
if (ix0 == ix1 || iy0 == iy1)
return NULL;
ix0 -= padding;
iy0 -= padding;
ix1 += padding;
iy1 += padding;
w = (ix1 - ix0);
h = (iy1 - iy0);
if (width ) *width = w;
if (height) *height = h;
if (xoff ) *xoff = ix0;
if (yoff ) *yoff = iy0;
// invert for y-downwards bitmaps
scale_y = -scale_y;
{
int x,y,i,j;
float *precompute;
stbtt_vertex *verts;
int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);
data = (unsigned char *) STBTT_malloc(w * h, info->userdata);
precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);
for (i=0,j=num_verts-1; i < num_verts; j=i++) {
if (verts[i].type == STBTT_vline) {
float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;
float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));
precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;
} else if (verts[i].type == STBTT_vcurve) {
float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;
float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;
float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;
float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
float len2 = bx*bx + by*by;
if (len2 != 0.0f)
precompute[i] = 1.0f / (bx*bx + by*by);
else
precompute[i] = 0.0f;
} else
precompute[i] = 0.0f;
}
for (y=iy0; y < iy1; ++y) {
for (x=ix0; x < ix1; ++x) {
float val;
float min_dist = 999999.0f;
float sx = (float) x + 0.5f;
float sy = (float) y + 0.5f;
float x_gspace = (sx / scale_x);
float y_gspace = (sy / scale_y);
int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path
for (i=0; i < num_verts; ++i) {
float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
// coarse culling against bbox
//if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
// sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
STBTT_assert(i != 0);
if (dist < min_dist) {
// check position along line
// x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)
// minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)
float dx = x1-x0, dy = y1-y0;
float px = x0-sx, py = y0-sy;
// minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy
// derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve
float t = -(px*dx + py*dy) / (dx*dx + dy*dy);
if (t >= 0.0f && t <= 1.0f)
min_dist = dist;
}
} else if (verts[i].type == STBTT_vcurve) {
float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;
float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y;
float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);
float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);
float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);
float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);
// coarse culling against bbox to avoid computing cubic unnecessarily
if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {
int num=0;
float ax = x1-x0, ay = y1-y0;
float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
float mx = x0 - sx, my = y0 - sy;
float res[3] = {0.f,0.f,0.f};
float px,py,t,it,dist2;
float a_inv = precompute[i];
if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
float a = 3*(ax*bx + ay*by);
float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);
float c = mx*ax+my*ay;
if (a == 0.0) { // if a is 0, it's linear
if (b != 0.0) {
res[num++] = -c/b;
}
} else {
float discriminant = b*b - 4*a*c;
if (discriminant < 0)
num = 0;
else {
float root = (float) STBTT_sqrt(discriminant);
res[0] = (-b - root)/(2*a);
res[1] = (-b + root)/(2*a);
num = 2; // don't bother distinguishing 1-solution case, as code below will still work
}
}
} else {
float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point
float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;
float d = (mx*ax+my*ay) * a_inv;
num = stbtt__solve_cubic(b, c, d, res);
}
dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
t = res[0], it = 1.0f - t;
px = it*it*x0 + 2*t*it*x1 + t*t*x2;
py = it*it*y0 + 2*t*it*y1 + t*t*y2;
dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
if (dist2 < min_dist * min_dist)
min_dist = (float) STBTT_sqrt(dist2);
}
if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {
t = res[1], it = 1.0f - t;
px = it*it*x0 + 2*t*it*x1 + t*t*x2;
py = it*it*y0 + 2*t*it*y1 + t*t*y2;
dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
if (dist2 < min_dist * min_dist)
min_dist = (float) STBTT_sqrt(dist2);
}
if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {
t = res[2], it = 1.0f - t;
px = it*it*x0 + 2*t*it*x1 + t*t*x2;
py = it*it*y0 + 2*t*it*y1 + t*t*y2;
dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
if (dist2 < min_dist * min_dist)
min_dist = (float) STBTT_sqrt(dist2);
}
}
}
}
if (winding == 0)
min_dist = -min_dist; // if outside the shape, value is negative
val = onedge_value + pixel_dist_scale * min_dist;
if (val < 0)
val = 0;
else if (val > 255)
val = 255;
data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;
}
}
STBTT_free(precompute, info->userdata);
STBTT_free(verts, info->userdata);
}
return data;
}
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);
}
STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)
{
STBTT_free(bitmap, userdata);
}
//////////////////////////////////////////////////////////////////////////////
//
// font name matching -- recommended not to use this
//
// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)
{
stbtt_int32 i=0;
// convert utf16 to utf8 and compare the results while converting
while (len2) {
stbtt_uint16 ch = s2[0]*256 + s2[1];
if (ch < 0x80) {
if (i >= len1) return -1;
if (s1[i++] != ch) return -1;
} else if (ch < 0x800) {
if (i+1 >= len1) return -1;
if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
} else if (ch >= 0xd800 && ch < 0xdc00) {
stbtt_uint32 c;
stbtt_uint16 ch2 = s2[2]*256 + s2[3];
if (i+3 >= len1) return -1;
c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
if (s1[i++] != 0xf0 + (c >> 18)) return -1;
if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1;
if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1;
s2 += 2; // plus another 2 below
len2 -= 2;
} else if (ch >= 0xdc00 && ch < 0xe000) {
return -1;
} else {
if (i+2 >= len1) return -1;
if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1;
}
s2 += 2;
len2 -= 2;
}
return i;
}
static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)
{
return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
}
// returns results in whatever encoding you request... but note that 2-byte encodings
// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
{
stbtt_int32 i,count,stringOffset;
stbtt_uint8 *fc = font->data;
stbtt_uint32 offset = font->fontstart;
stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
if (!nm) return NULL;
count = ttUSHORT(fc+nm+2);
stringOffset = nm + ttUSHORT(fc+nm+4);
for (i=0; i < count; ++i) {
stbtt_uint32 loc = nm + 6 + 12 * i;
if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
&& languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
*length = ttUSHORT(fc+loc+8);
return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
}
}
return NULL;
}
static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
{
stbtt_int32 i;
stbtt_int32 count = ttUSHORT(fc+nm+2);
stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
for (i=0; i < count; ++i) {
stbtt_uint32 loc = nm + 6 + 12 * i;
stbtt_int32 id = ttUSHORT(fc+loc+6);
if (id == target_id) {
// find the encoding
stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
// is this a Unicode encoding?
if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
stbtt_int32 slen = ttUSHORT(fc+loc+8);
stbtt_int32 off = ttUSHORT(fc+loc+10);
// check if there's a prefix match
stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
if (matchlen >= 0) {
// check for target_id+1 immediately following, with same encoding & language
if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
slen = ttUSHORT(fc+loc+12+8);
off = ttUSHORT(fc+loc+12+10);
if (slen == 0) {
if (matchlen == nlen)
return 1;
} else if (matchlen < nlen && name[matchlen] == ' ') {
++matchlen;
if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
return 1;
}
} else {
// if nothing immediately following
if (matchlen == nlen)
return 1;
}
}
}
// @TODO handle other encodings
}
}
return 0;
}
static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
{
stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
stbtt_uint32 nm,hd;
if (!stbtt__isfont(fc+offset)) return 0;
// check italics/bold/underline flags in macStyle...
if (flags) {
hd = stbtt__find_table(fc, offset, "head");
if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
}
nm = stbtt__find_table(fc, offset, "name");
if (!nm) return 0;
if (flags) {
// if we checked the macStyle flags, then just check the family and ignore the subfamily
if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1;
if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1;
if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
} else {
if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1;
if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1;
if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
}
return 0;
}
static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)
{
stbtt_int32 i;
for (i=0;;++i) {
stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
if (off < 0) return off;
if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
return off;
}
}
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wcast-qual"
#endif
STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
float pixel_height, unsigned char *pixels, int pw, int ph,
int first_char, int num_chars, stbtt_bakedchar *chardata)
{
return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);
}
STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
{
return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);
}
STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
{
return stbtt_GetNumberOfFonts_internal((unsigned char *) data);
}
STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)
{
return stbtt_InitFont_internal(info, (unsigned char *) data, offset);
}
STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)
{
return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);
}
STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
{
return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);
}
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic pop
#endif
#endif // STB_TRUETYPE_IMPLEMENTATION
// FULL VERSION HISTORY
//
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix
// 1.16 (2017-07-12) SDF support
// 1.15 (2017-03-03) make more arguments const
// 1.14 (2017-01-16) num-fonts-in-TTC function
// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.11 (2016-04-02) fix unused-variable warning
// 1.10 (2016-04-02) allow user-defined fabs() replacement
// fix memory leak if fontsize=0.0
// fix warning from duplicate typedef
// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
// allow PackFontRanges to pack and render in separate phases;
// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
// fixed an assert() bug in the new rasterizer
// replace assert() with STBTT_assert() in new rasterizer
// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
// also more precise AA rasterizer, except if shapes overlap
// remove need for STBTT_sort
// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
// 1.04 (2015-04-15) typo in example
// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
// non-oversampled; STBTT_POINT_SIZE for packed case only
// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID
// 0.8b (2014-07-07) fix a warning
// 0.8 (2014-05-25) fix a few more warnings
// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
// 0.6c (2012-07-24) improve documentation
// 0.6b (2012-07-20) fix a few more warnings
// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
// 0.5 (2011-12-09) bugfixes:
// subpixel glyph renderer computed wrong bounding box
// first vertex of shape can be off-curve (FreeSans)
// 0.4b (2011-12-03) fixed an error in the font baking example
// 0.4 (2011-12-01) kerning, subpixel rendering (tor)
// bugfixes for:
// codepoint-to-glyph conversion using table fmt=12
// codepoint-to-glyph conversion using table fmt=4
// stbtt_GetBakedQuad with non-square texture (Zer)
// updated Hello World! sample to use kerning and subpixel
// fixed some warnings
// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM)
// userdata, malloc-from-userdata, non-zero fill (stb)
// 0.2 (2009-03-11) Fix unsigned/signed char warnings
// 0.1 (2009-03-09) First public release
//
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_win32.cpp | // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// Forward Declarations
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownPlatformInterface();
static void ImGui_ImplWin32_UpdateMonitors();
struct ImGui_ImplWin32_Data
{
HWND hWnd;
HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
int MouseButtonsDown;
INT64 Time;
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
bool WantUpdateMonitors;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
bool WantUpdateHasGamepad;
HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState;
#endif
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
}
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
// Setup backend capabilities flags
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->hWnd = (HWND)hwnd;
bd->WantUpdateMonitors = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage();
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bd->WantUpdateHasGamepad = true;
const char* xinput_dll_names[] =
{
"xinput1_4.dll", // Windows 8+
"xinput1_3.dll", // DirectX SDK
"xinput9_1_0.dll", // Windows Vista, Windows 7
"xinput1_2.dll", // DirectX SDK
"xinput1_1.dll" // DirectX SDK
};
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
{
bd->XInputDLL = dll;
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
break;
}
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_InitEx(hwnd, false);
}
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_InitEx(hwnd, true);
}
void ImGui_ImplWin32_Shutdown()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_ShutdownPlatformInterface();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(nullptr);
}
else
{
// Show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor)
{
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
}
return true;
}
static bool IsVkDown(int vk)
{
return (::GetKeyState(vk) & 0x8000) != 0;
}
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
IM_UNUSED(native_scancode);
}
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
{
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
}
static void ImGui_ImplWin32_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
::ClientToScreen(focused_window, &pos);
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
POINT mouse_pos = mouse_screen_pos;
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
::ScreenToClient(bd->hWnd, &mouse_pos);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (bd->WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps = {};
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
bd->WantUpdateHasGamepad = false;
}
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
XINPUT_STATE xinput_state;
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
#undef MAP_BUTTON
#undef MAP_ANALOG
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
{
MONITORINFO info = {};
info.cbSize = sizeof(MONITORINFO);
if (!::GetMonitorInfo(monitor, &info))
return TRUE;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
imgui_monitor.PlatformHandle = (void*)monitor;
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)
io.Monitors.push_front(imgui_monitor);
else
io.Monitors.push_back(imgui_monitor);
return TRUE;
}
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui::GetPlatformIO().Monitors.resize(0);
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
bd->WantUpdateMonitors = false;
}
void ImGui_ImplWin32_NewFrame()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData();
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
{
bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads();
}
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
// Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
{
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
case VK_LEFT: return ImGuiKey_LeftArrow;
case VK_RIGHT: return ImGuiKey_RightArrow;
case VK_UP: return ImGuiKey_UpArrow;
case VK_DOWN: return ImGuiKey_DownArrow;
case VK_PRIOR: return ImGuiKey_PageUp;
case VK_NEXT: return ImGuiKey_PageDown;
case VK_HOME: return ImGuiKey_Home;
case VK_END: return ImGuiKey_End;
case VK_INSERT: return ImGuiKey_Insert;
case VK_DELETE: return ImGuiKey_Delete;
case VK_BACK: return ImGuiKey_Backspace;
case VK_SPACE: return ImGuiKey_Space;
case VK_RETURN: return ImGuiKey_Enter;
case VK_ESCAPE: return ImGuiKey_Escape;
case VK_OEM_7: return ImGuiKey_Apostrophe;
case VK_OEM_COMMA: return ImGuiKey_Comma;
case VK_OEM_MINUS: return ImGuiKey_Minus;
case VK_OEM_PERIOD: return ImGuiKey_Period;
case VK_OEM_2: return ImGuiKey_Slash;
case VK_OEM_1: return ImGuiKey_Semicolon;
case VK_OEM_PLUS: return ImGuiKey_Equal;
case VK_OEM_4: return ImGuiKey_LeftBracket;
case VK_OEM_5: return ImGuiKey_Backslash;
case VK_OEM_6: return ImGuiKey_RightBracket;
case VK_OEM_3: return ImGuiKey_GraveAccent;
case VK_CAPITAL: return ImGuiKey_CapsLock;
case VK_SCROLL: return ImGuiKey_ScrollLock;
case VK_NUMLOCK: return ImGuiKey_NumLock;
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
case VK_PAUSE: return ImGuiKey_Pause;
case VK_NUMPAD0: return ImGuiKey_Keypad0;
case VK_NUMPAD1: return ImGuiKey_Keypad1;
case VK_NUMPAD2: return ImGuiKey_Keypad2;
case VK_NUMPAD3: return ImGuiKey_Keypad3;
case VK_NUMPAD4: return ImGuiKey_Keypad4;
case VK_NUMPAD5: return ImGuiKey_Keypad5;
case VK_NUMPAD6: return ImGuiKey_Keypad6;
case VK_NUMPAD7: return ImGuiKey_Keypad7;
case VK_NUMPAD8: return ImGuiKey_Keypad8;
case VK_NUMPAD9: return ImGuiKey_Keypad9;
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt;
case VK_LWIN: return ImGuiKey_LeftSuper;
case VK_RSHIFT: return ImGuiKey_RightShift;
case VK_RCONTROL: return ImGuiKey_RightCtrl;
case VK_RMENU: return ImGuiKey_RightAlt;
case VK_RWIN: return ImGuiKey_RightSuper;
case VK_APPS: return ImGuiKey_Menu;
case '0': return ImGuiKey_0;
case '1': return ImGuiKey_1;
case '2': return ImGuiKey_2;
case '3': return ImGuiKey_3;
case '4': return ImGuiKey_4;
case '5': return ImGuiKey_5;
case '6': return ImGuiKey_6;
case '7': return ImGuiKey_7;
case '8': return ImGuiKey_8;
case '9': return ImGuiKey_9;
case 'A': return ImGuiKey_A;
case 'B': return ImGuiKey_B;
case 'C': return ImGuiKey_C;
case 'D': return ImGuiKey_D;
case 'E': return ImGuiKey_E;
case 'F': return ImGuiKey_F;
case 'G': return ImGuiKey_G;
case 'H': return ImGuiKey_H;
case 'I': return ImGuiKey_I;
case 'J': return ImGuiKey_J;
case 'K': return ImGuiKey_K;
case 'L': return ImGuiKey_L;
case 'M': return ImGuiKey_M;
case 'N': return ImGuiKey_N;
case 'O': return ImGuiKey_O;
case 'P': return ImGuiKey_P;
case 'Q': return ImGuiKey_Q;
case 'R': return ImGuiKey_R;
case 'S': return ImGuiKey_S;
case 'T': return ImGuiKey_T;
case 'U': return ImGuiKey_U;
case 'V': return ImGuiKey_V;
case 'W': return ImGuiKey_W;
case 'X': return ImGuiKey_X;
case 'Y': return ImGuiKey_Y;
case 'Z': return ImGuiKey_Z;
case VK_F1: return ImGuiKey_F1;
case VK_F2: return ImGuiKey_F2;
case VK_F3: return ImGuiKey_F3;
case VK_F4: return ImGuiKey_F4;
case VK_F5: return ImGuiKey_F5;
case VK_F6: return ImGuiKey_F6;
case VK_F7: return ImGuiKey_F7;
case VK_F8: return ImGuiKey_F8;
case VK_F9: return ImGuiKey_F9;
case VK_F10: return ImGuiKey_F10;
case VK_F11: return ImGuiKey_F11;
case VK_F12: return ImGuiKey_F12;
case VK_F13: return ImGuiKey_F13;
case VK_F14: return ImGuiKey_F14;
case VK_F15: return ImGuiKey_F15;
case VK_F16: return ImGuiKey_F16;
case VK_F17: return ImGuiKey_F17;
case VK_F18: return ImGuiKey_F18;
case VK_F19: return ImGuiKey_F19;
case VK_F20: return ImGuiKey_F20;
case VK_F21: return ImGuiKey_F21;
case VK_F22: return ImGuiKey_F22;
case VK_F23: return ImGuiKey_F23;
case VK_F24: return ImGuiKey_F24;
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
default: return ImGuiKey_None;
}
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
#ifndef DBT_DEVNODES_CHANGED
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
if (bd->MouseTrackedArea != 0)
::TrackMouseEvent(&tme_cancel);
::TrackMouseEvent(&tme_track);
bd->MouseTrackedArea = area;
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
::ClientToScreen(hwnd, &mouse_pos);
if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
::ScreenToClient(hwnd, &mouse_pos);
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
return 0;
}
case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE:
{
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
if (bd->MouseTrackedArea == area)
{
if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
}
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd);
bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true);
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
bd->MouseButtonsDown &= ~(1 << button);
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture();
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, false);
return 0;
}
case WM_MOUSEWHEEL:
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
return 0;
case WM_MOUSEHWHEEL:
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
return 0;
case WM_KEYDOWN:
case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
{
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
if (wParam < 256)
{
// Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
// Obtain virtual key code
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
if (key == ImGuiKey_PrintScreen && !is_key_down)
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
// Submit key event
if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
// Submit individual left/right modifier events
if (vk == VK_SHIFT)
{
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
}
else if (vk == VK_CONTROL)
{
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
}
else if (vk == VK_MENU)
{
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
}
}
return 0;
}
case WM_SETFOCUS:
case WM_KILLFOCUS:
io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage();
return 0;
case WM_CHAR:
if (::IsWindowUnicode(hwnd))
{
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam);
}
else
{
wchar_t wch = 0;
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
io.AddInputCharacter(wch);
}
return 0;
case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
return 0;
case WM_DEVICECHANGE:
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
bd->WantUpdateHasGamepad = true;
#endif
return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
}
return 0;
}
//--------------------------------------------------------------------------------------------------------
// DPI-related helpers (optional)
//--------------------------------------------------------------------------------------------------------
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
//---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
if (RtlVerifyVersionInfoFn == nullptr)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr)
return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { };
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
}
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
#endif
#ifndef _DPI_AWARENESS_CONTEXTS_
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
#endif
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// Make sure monitors will be updated with latest correct scaling
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
bd->WantUpdateMonitors = true;
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
{
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
}
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
{
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
return;
}
}
#if _WIN32_WINNT >= 0x0600
::SetProcessDPIAware();
#endif
}
#if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != nullptr)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
}
#ifndef NOGDI
const HDC dc = ::GetDC(nullptr);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc);
#endif
return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
//---------------------------------------------------------------------------------------------------------
// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
#if defined(_MSC_VER)
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
// [experimental]
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
if (!_IsWindowsVistaOrGreater())
return;
BOOL composition;
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
return;
BOOL opaque;
DWORD color;
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = region;
bb.fEnable = TRUE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
::DeleteObject(region);
}
else
{
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
//---------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd;
HWND HwndParent;
bool HwndOwned;
DWORD DwStyle;
DWORD DwExStyle;
ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
};
static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
{
if (flags & ImGuiViewportFlags_NoDecoration)
*out_style = WS_POPUP;
else
*out_style = WS_OVERLAPPEDWINDOW;
if (flags & ImGuiViewportFlags_NoTaskBarIcon)
*out_ex_style = WS_EX_TOOLWINDOW;
else
*out_ex_style = WS_EX_APPWINDOW;
if (flags & ImGuiViewportFlags_TopMost)
*out_ex_style |= WS_EX_TOPMOST;
}
static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
return (HWND)viewport->PlatformHandle;
return nullptr;
}
static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
viewport->PlatformUserData = vd;
// Select style and parent window
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
// Create window
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
vd->Hwnd = ::CreateWindowEx(
vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
vd->HwndOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
{
if (::GetCapture() == vd->Hwnd)
{
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
::ReleaseCapture();
::SetCapture(bd->hWnd);
}
if (vd->Hwnd && vd->HwndOwned)
::DestroyWindow(vd->Hwnd);
vd->Hwnd = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// ShowParent() also brings parent to front, which is not always desirable,
// so we temporarily disable parenting. (#7354)
if (vd->HwndParent != NULL)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
::ShowWindow(vd->Hwnd, SW_SHOWNA);
else
::ShowWindow(vd->Hwnd, SW_SHOW);
// Restore
if (vd->HwndParent != NULL)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// Update Win32 parent if it changed _after_ creation
// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->HwndParent)
{
// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
// Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
// The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
// Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
// Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
// https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
vd->HwndParent = new_parent;
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
// (Optional) Update Win32 style if it changed _after_ creation.
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
DWORD new_style;
DWORD new_ex_style;
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
{
// (Optional) Update TopMost state if it changed _after_ creation
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
// Apply flags and position (since it is affected by flags)
vd->DwStyle = new_style;
vd->DwExStyle = new_ex_style;
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
}
}
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
POINT pos = { 0, 0 };
::ClientToScreen(vd->Hwnd, &pos);
return ImVec2((float)pos.x, (float)pos.y);
}
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect;
::GetClientRect(vd->Hwnd, &rect);
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
}
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}
static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
::BringWindowToTop(vd->Hwnd);
::SetForegroundWindow(vd->Hwnd);
::SetFocus(vd->Hwnd);
}
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::GetForegroundWindow() == vd->Hwnd;
}
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::IsIconic(vd->Hwnd) != 0;
}
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
ImVector<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
::SetWindowTextW(vd->Hwnd, title_w.Data);
}
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
if (alpha < 1.0f)
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
}
}
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
}
// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
(void)viewport;
#if 0
ImGuiStyle default_style;
//default_style.WindowPadding = ImVec2(0, 0);
//default_style.WindowBorderSize = 0.0f;
//default_style.ItemSpacing.y = 3.0f;
//default_style.FramePadding = ImVec2(0, 0);
default_style.ScaleAllSizes(viewport->DpiScale);
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
#endif
}
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0;
case WM_MOVE:
viewport->PlatformRequestMove = true;
break;
case WM_SIZE:
viewport->PlatformRequestResize = true;
break;
case WM_MOUSEACTIVATE:
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
return MA_NOACTIVATE;
break;
case WM_NCHITTEST:
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
break;
}
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = ::GetModuleHandle(nullptr);
wcex.hIcon = nullptr;
wcex.hCursor = nullptr;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = _T("ImGui Platform");
wcex.hIconSm = nullptr;
::RegisterClassEx(&wcex);
ImGui_ImplWin32_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
vd->Hwnd = bd->hWnd;
vd->HwndOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->hWnd;
}
static void ImGui_ImplWin32_ShutdownPlatformInterface()
{
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}
//---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_demo.cpp | // dear imgui, v1.90.8
// (demo code)
// Help:
// - Read FAQ at http://dearimgui.com/faq
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Need help integrating Dear ImGui in your codebase?
// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links.
// Get the latest version at https://github.com/ocornut/imgui
// How to easily locate code?
// - Use the Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html
// - Find a visible string and search for it in the code!
//---------------------------------------------------
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
//---------------------------------------------------
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
// Also include Metrics! ItemPicker! DebugLog! and other debug features.
// Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
//--------------------------------------------
// ABOUT THE MEANING OF THE 'static' KEYWORD:
//--------------------------------------------
// In this demo code, we frequently use 'static' variables inside functions.
// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function.
// Think of "static int n = 0;" as "global int n = 0;" !
// We do this IN THE DEMO because we want:
// - to gather code and data in the same place.
// - to make the demo source code faster to read, faster to change, smaller in size.
// - it is also a convenient way of storing simple UI related information as long as your function
// doesn't need to be reentrant or used in multiple threads.
// This might be a pattern you will want to use in your code, but most of the data you would be working
// with in a complex codebase is likely going to be stored outside your functions.
//-----------------------------------------
// ABOUT THE CODING STYLE OF OUR DEMO CODE
//-----------------------------------------
// The Demo code in this file is designed to be easy to copy-and-paste into your application!
// Because of this:
// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.
// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided
// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional
// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
// Navigating this file:
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
/*
Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Helpers
// [SECTION] Demo Window / ShowDemoWindow()
// - ShowDemoWindow()
// - sub section: ShowDemoWindowWidgets()
// - sub section: ShowDemoWindowLayout()
// - sub section: ShowDemoWindowPopups()
// - sub section: ShowDemoWindowTables()
// - sub section: ShowDemoWindowInputs()
// [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] User Guide / ShowUserGuide()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
// System includes
#include <ctype.h> // toupper
#include <limits.h> // INT_MIN, INT_MAX
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, atoi
#include <stdint.h> // intptr_t
#if !defined(_MSC_VER) || _MSC_VER >= 1800
#include <inttypes.h> // PRId64/PRIu64, not avail in some MinGW headers.
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type
#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
#endif
// Helpers
#if defined(_MSC_VER) && !defined(snprintf)
#define snprintf _snprintf
#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif
// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013)
#if !defined(PRId64) && defined(_MSC_VER)
#define PRId64 "I64d"
#define PRIu64 "I64u"
#elif !defined(PRId64)
#define PRId64 "lld"
#define PRIu64 "llu"
#endif
// Helpers macros
// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,
// but making an exception here as those are largely simplifying code...
// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.
#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B))
#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
// Enforce cdecl calling convention for functions called by the standard library,
// in case compilation settings changed the default to e.g. __vectorcall
#ifndef IMGUI_CDECL
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
#else
#define IMGUI_CDECL
#endif
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
static void ShowExampleAppMainMenuBar();
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppDockSpace(bool* p_open);
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open);
static void ShowExampleAppSimpleOverlay(bool* p_open);
static void ShowExampleAppAutoResize(bool* p_open);
static void ShowExampleAppConstrainedResize(bool* p_open);
static void ShowExampleAppFullscreen(bool* p_open);
static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleMenuFile();
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowInputs();
//-----------------------------------------------------------------------------
// [SECTION] Helpers
//-----------------------------------------------------------------------------
// Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
static void ShowDockingDisabledMessage()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration.");
ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ");
ImGui::SameLine(0.0f, 0.0f);
if (ImGui::SmallButton("click here"))
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
}
// Helper to wire demo markers located in code to an interactive browser
typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback;
extern void* GImGuiDemoMarkerCallbackUserData;
ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL;
void* GImGuiDemoMarkerCallbackUserData = NULL;
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
// - ShowDemoWindow()
// - ShowDemoWindowWidgets()
// - ShowDemoWindowLayout()
// - ShowDemoWindowPopups()
// - ShowDemoWindowTables()
// - ShowDemoWindowColumns()
// - ShowDemoWindowInputs()
//-----------------------------------------------------------------------------
// Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does.
// You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open)
{
// Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
// Most functions would normally just assert/crash if the context is missing.
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!");
// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
IMGUI_CHECKVERSION();
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_custom_rendering = false;
static bool show_app_dockspace = false;
static bool show_app_documents = false;
static bool show_app_log = false;
static bool show_app_layout = false;
static bool show_app_property_editor = false;
static bool show_app_simple_overlay = false;
static bool show_app_auto_resize = false;
static bool show_app_constrained_resize = false;
static bool show_app_fullscreen = false;
static bool show_app_long_text = false;
static bool show_app_window_titles = false;
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function)
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace()
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
// Dear ImGui Tools (accessible from the "Tools" menu)
static bool show_tool_metrics = false;
static bool show_tool_debug_log = false;
static bool show_tool_id_stack_tool = false;
static bool show_tool_style_editor = false;
static bool show_tool_about = false;
if (show_tool_metrics)
ImGui::ShowMetricsWindow(&show_tool_metrics);
if (show_tool_debug_log)
ImGui::ShowDebugLogWindow(&show_tool_debug_log);
if (show_tool_id_stack_tool)
ImGui::ShowIDStackToolWindow(&show_tool_id_stack_tool);
if (show_tool_style_editor)
{
ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor);
ImGui::ShowStyleEditor();
ImGui::End();
}
if (show_tool_about)
ImGui::ShowAboutWindow(&show_tool_about);
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
static bool no_scrollbar = false;
static bool no_menu = false;
static bool no_move = false;
static bool no_resize = false;
static bool no_collapse = false;
static bool no_close = false;
static bool no_nav = false;
static bool no_background = false;
static bool no_bring_to_front = false;
static bool no_docking = false;
static bool unsaved_document = false;
ImGuiWindowFlags window_flags = 0;
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
if (no_background) window_flags |= ImGuiWindowFlags_NoBackground;
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking;
if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
// We specify a default position/size in case there's no data in the .ini file.
// We only do it to make the demo applications a little more welcoming, but typically this isn't required.
const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return;
}
// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
// e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
//ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
// e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
// Menu Bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
IMGUI_DEMO_MARKER("Menu/File");
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Examples"))
{
IMGUI_DEMO_MARKER("Menu/Examples");
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::SeparatorText("Mini apps");
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace);
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::MenuItem("Log", NULL, &show_app_log);
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
ImGui::SeparatorText("Concepts");
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::EndMenu();
}
//if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!
if (ImGui::BeginMenu("Tools"))
{
IMGUI_DEMO_MARKER("Menu/Tools");
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools);
ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor);
bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent;
if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present))
ImGui::DebugStartItemPicker();
if (!is_debugger_present)
ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools.");
ImGui::Separator();
ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Spacing();
IMGUI_DEMO_MARKER("Help");
if (ImGui::CollapsingHeader("Help"))
{
ImGui::SeparatorText("ABOUT THIS DEMO:");
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
"and Metrics/Debugger (general purpose Dear ImGui debugging tool).");
ImGui::SeparatorText("PROGRAMMER GUIDE:");
ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("See comments in imgui.cpp.");
ImGui::BulletText("See example applications in the examples/ folder.");
ImGui::BulletText("Read the FAQ at https://www.dearimgui.com/faq/");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::SeparatorText("USER GUIDE:");
ImGui::ShowUserGuide();
}
IMGUI_DEMO_MARKER("Configuration");
if (ImGui::CollapsingHeader("Configuration"))
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui::TreeNode("Configuration##2"))
{
ImGui::SeparatorText("General");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::SameLine(); HelpMarker("Enable keyboard controls.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse);
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
{
// The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:
if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
{
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGuiKey_Space))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SeparatorText("Docking");
ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
ImGui::SameLine();
if (io.ConfigDockingWithShift)
HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
else
HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGui::Indent();
ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit);
ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift);
ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)");
ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar);
ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.");
ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload);
ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.");
ImGui::Unindent();
}
ImGui::SeparatorText("Multi-viewports");
ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable);
ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.");
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::Indent();
ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge);
ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.");
ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon);
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away).");
ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration);
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away).");
ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent);
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away).");
ImGui::Unindent();
}
ImGui::SeparatorText("Widgets");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
ImGui::Text("Also see Style->Rendering for rendering options.");
ImGui::SeparatorText("Debug");
ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent);
ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.");
ImGui::BeginDisabled();
ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // .
ImGui::EndDisabled();
ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.");
ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop);
ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss);
ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.");
ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).");
ImGui::TreePop();
ImGui::Spacing();
}
IMGUI_DEMO_MARKER("Configuration/Backend Flags");
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker(
"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags.
// FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
ImGui::BeginDisabled();
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
ImGui::EndDisabled();
ImGui::TreePop();
ImGui::Spacing();
}
IMGUI_DEMO_MARKER("Configuration/Style");
if (ImGui::TreeNode("Style"))
{
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
ImGui::ShowStyleEditor();
ImGui::TreePop();
ImGui::Spacing();
}
IMGUI_DEMO_MARKER("Configuration/Capture, Logging");
if (ImGui::TreeNode("Capture/Logging"))
{
HelpMarker(
"The logging API redirects all text output so you can easily capture the content of "
"a window or a block. Tree nodes can be automatically expanded.\n"
"Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
ImGui::LogButtons();
HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");
if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
{
ImGui::LogToClipboard();
ImGui::LogText("Hello, world!");
ImGui::LogFinish();
}
ImGui::TreePop();
}
}
IMGUI_DEMO_MARKER("Window options");
if (ImGui::CollapsingHeader("Window options"))
{
if (ImGui::BeginTable("split", 3))
{
ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);
ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);
ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);
ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);
ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);
ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);
ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);
ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking);
ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);
ImGui::EndTable();
}
}
// All demo contents
ShowDemoWindowWidgets();
ShowDemoWindowLayout();
ShowDemoWindowPopups();
ShowDemoWindowTables();
ShowDemoWindowInputs();
// End of ShowDemoWindow()
ImGui::PopItemWidth();
ImGui::End();
}
static void ShowDemoWindowWidgets()
{
IMGUI_DEMO_MARKER("Widgets");
if (!ImGui::CollapsingHeader("Widgets"))
return;
static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom
if (disable_all)
ImGui::BeginDisabled();
IMGUI_DEMO_MARKER("Widgets/Basic");
if (ImGui::TreeNode("Basic"))
{
ImGui::SeparatorText("General");
IMGUI_DEMO_MARKER("Widgets/Basic/Button");
static int clicked = 0;
if (ImGui::Button("Button"))
clicked++;
if (clicked & 1)
{
ImGui::SameLine();
ImGui::Text("Thanks for clicking me!");
}
IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox");
static bool check = true;
ImGui::Checkbox("checkbox", &check);
IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton");
static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
ImGui::RadioButton("radio c", &e, 2);
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");
for (int i = 0; i < 7; i++)
{
if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));
ImGui::Button("Click");
ImGui::PopStyleColor(3);
ImGui::PopID();
}
// Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements
// (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)
// See 'Demo->Layout->Text Baseline Alignment' for details.
ImGui::AlignTextToFramePadding();
ImGui::Text("Hold to repeat:");
ImGui::SameLine();
// Arrow buttons with Repeater
IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)");
static int counter = 0;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::PushButtonRepeat(true);
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
ImGui::SameLine(0.0f, spacing);
if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
ImGui::PopButtonRepeat();
ImGui::SameLine();
ImGui::Text("%d", counter);
ImGui::Button("Tooltip");
ImGui::SetItemTooltip("I am a tooltip");
ImGui::LabelText("label", "Value");
ImGui::SeparatorText("Inputs");
{
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
IMGUI_DEMO_MARKER("Widgets/Basic/InputText");
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
ImGui::SameLine(); HelpMarker(
"USER:\n"
"Hold SHIFT or use mouse to select text.\n"
"CTRL+Left/Right to word jump.\n"
"CTRL+A or Double-Click to select all.\n"
"CTRL+X,CTRL+C,CTRL+V clipboard.\n"
"CTRL+Z,CTRL+Y undo/redo.\n"
"ESCAPE to revert.\n\n"
"PROGRAMMER:\n"
"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
"to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "
"in imgui_demo.cpp).");
static char str1[128] = "";
ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");
static int i0 = 123;
ImGui::InputInt("input int", &i0);
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
static double d0 = 999999.00000001;
ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");
static float f1 = 1.e10f;
ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
ImGui::SameLine(); HelpMarker(
"You can input value using the scientific notation,\n"
" e.g. \"1e+8\" becomes \"100000000\".");
static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
ImGui::InputFloat3("input float3", vec4a);
}
ImGui::SeparatorText("Drags");
{
IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat");
static int i1 = 50, i2 = 42;
ImGui::DragInt("drag int", &i1, 1);
ImGui::SameLine(); HelpMarker(
"Click and drag to edit value.\n"
"Hold SHIFT/ALT for faster/slower edit.\n"
"Double-click or CTRL+click to input value.");
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
static float f1 = 1.00f, f2 = 0.0067f;
ImGui::DragFloat("drag float", &f1, 0.005f);
ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
}
ImGui::SeparatorText("Sliders");
{
IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");
static int i1 = 0;
ImGui::SliderInt("slider int", &i1, -1, 3);
ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
static float f1 = 0.123f, f2 = 0.0f;
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);
IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle");
static float angle = 0.0f;
ImGui::SliderAngle("slider angle", &angle);
// Using the format string to display a name instead of an integer.
// Here we completely omit '%d' from the format string, so it'll only display a name.
// This technique can also be used with DragInt().
IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)");
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
static int elem = Element_Fire;
const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here.
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
}
ImGui::SeparatorText("Selectors/Pickers");
{
IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4");
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::SameLine(); HelpMarker(
"Click on the color square to open a color picker.\n"
"Click and hold to use drag and drop.\n"
"Right-click on the color square to show options.\n"
"CTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
}
{
// Using the _simplified_ one-liner Combo() api here
// See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.
IMGUI_DEMO_MARKER("Widgets/Basic/Combo");
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
ImGui::SameLine(); HelpMarker(
"Using the simplified one-liner Combo API here.\n"
"Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
}
{
// Using the _simplified_ one-liner ListBox() api here
// See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.
IMGUI_DEMO_MARKER("Widgets/Basic/ListBox");
const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
static int item_current = 1;
ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
ImGui::SameLine(); HelpMarker(
"Using the simplified one-liner ListBox API here.\n"
"Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tooltips");
if (ImGui::TreeNode("Tooltips"))
{
// Tooltips are windows following the mouse. They do not take focus away.
ImGui::SeparatorText("General");
// Typical use cases:
// - Short-form (text only): SetItemTooltip("Hello");
// - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
// - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); }
// - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
HelpMarker(
"Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
"We provide a helper SetItemTooltip() function to perform the two with standards flags.");
ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
ImGui::Button("Basic", sz);
ImGui::SetItemTooltip("I am a tooltip");
ImGui::Button("Fancy", sz);
if (ImGui::BeginItemTooltip())
{
ImGui::Text("I am a fancy tooltip");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
ImGui::EndTooltip();
}
ImGui::SeparatorText("Always On");
// Showcase NOT relying on a IsItemHovered() to emit a tooltip.
// Here the tooltip is always emitted when 'always_on == true'.
static int always_on = 0;
ImGui::RadioButton("Off", &always_on, 0);
ImGui::SameLine();
ImGui::RadioButton("Always On (Simple)", &always_on, 1);
ImGui::SameLine();
ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
if (always_on == 1)
ImGui::SetTooltip("I am following you around.");
else if (always_on == 2 && ImGui::BeginTooltip())
{
ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
ImGui::EndTooltip();
}
ImGui::SeparatorText("Custom");
HelpMarker(
"Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize"
"tooltip activation details across your application. You may however decide to use custom"
"flags for a specific tooltip instance.");
// The following examples are passed for documentation purpose but may not be useful to most users.
// Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.
// With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
ImGui::Button("Manual", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
ImGui::SetTooltip("I am a manually emitted tooltip.");
ImGui::Button("DelayNone", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
ImGui::SetTooltip("I am a tooltip with no delay.");
ImGui::Button("DelayShort", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
ImGui::Button("DelayLong", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
ImGui::Button("Stationary", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
// Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
// which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
// As a result, Set
ImGui::BeginDisabled();
ImGui::Button("Disabled item", sz);
ImGui::EndDisabled();
if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
ImGui::SetTooltip("I am a a tooltip for a disabled item.");
ImGui::TreePop();
}
// Testing ImGuiOnceUponAFrame helper.
//static ImGuiOnceUponAFrame once;
//for (int i = 0; i < 5; i++)
// if (once)
// ImGui::Text("This will be displayed only once.");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
if (ImGui::TreeNode("Tree Nodes"))
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
if (ImGui::TreeNode("Basic trees"))
{
for (int i = 0; i < 5; i++)
{
// Use SetNextItemOpen() so set the default state of a node to be open. We could
// also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
if (i == 0)
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
// Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
// An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
// aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
ImGui::PushID(i);
if (ImGui::TreeNode("", "Child %d", i))
{
ImGui::Text("blah blah");
ImGui::SameLine();
if (ImGui::SmallButton("button")) {}
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
HelpMarker(
"This is a more typical looking tree with selectable nodes.\n"
"Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
static bool align_label_with_current_x_position = false;
static bool test_drag_and_drop = false;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
// 'selection_mask' is dumb representation of what may be user-side selection state.
// You may retain selection state inside or outside your objects in whatever format you see fit.
// 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
/// of the loop. May be a pointer to your own node type, etc.
static int selection_mask = (1 << 2);
int node_clicked = -1;
for (int i = 0; i < 6; i++)
{
// Disable the default "open on single-click behavior" + set Selected flag according to our selection.
// To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
ImGuiTreeNodeFlags node_flags = base_flags;
const bool is_selected = (selection_mask & (1 << i)) != 0;
if (is_selected)
node_flags |= ImGuiTreeNodeFlags_Selected;
if (i < 3)
{
// Items 0..2 are Tree Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
ImGui::Text("This is a drag and drop source");
ImGui::EndDragDropSource();
}
if (i == 2)
{
// Item 2 has an additional inline button to help demonstrate SpanTextWidth.
ImGui::SameLine();
if (ImGui::SmallButton("button")) {}
}
if (node_open)
{
ImGui::BulletText("Blah blah\nBlah Blah");
ImGui::TreePop();
}
}
else
{
// Items 3..5 are Tree Leaves
// The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
// use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
ImGui::Text("This is a drag and drop source");
ImGui::EndDragDropSource();
}
}
}
if (node_clicked != -1)
{
// Update selection state
// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select
}
if (align_label_with_current_x_position)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::TreePop();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
if (ImGui::TreeNode("Collapsing Headers"))
{
static bool closable_group = true;
ImGui::Checkbox("Show 2nd header", &closable_group);
if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
{
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
for (int i = 0; i < 5; i++)
ImGui::Text("Some content %d", i);
}
if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
{
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
for (int i = 0; i < 5; i++)
ImGui::Text("More content %d", i);
}
/*
if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
*/
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Bullets");
if (ImGui::TreeNode("Bullets"))
{
ImGui::BulletText("Bullet point 1");
ImGui::BulletText("Bullet point 2\nOn multiple lines");
if (ImGui::TreeNode("Tree node"))
{
ImGui::BulletText("Another bullet point");
ImGui::TreePop();
}
ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
ImGui::Bullet(); ImGui::SmallButton("Button");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text");
if (ImGui::TreeNode("Text"))
{
IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
if (ImGui::TreeNode("Colorful Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
ImGui::TextDisabled("Disabled");
ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
if (ImGui::TreeNode("Word Wrapping"))
{
// Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
ImGui::TextWrapped(
"This text should automatically wrap on the edge of the window. The current implementation "
"for text wrapping follows simple rules suitable for English and possibly other languages.");
ImGui::Spacing();
static float wrap_width = 200.0f;
ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (int n = 0; n < 2; n++)
{
ImGui::Text("Test paragraph %d:", n);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
if (n == 0)
ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
else
ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
// Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
ImGui::PopTextWrapPos();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
// can save your source files as 'UTF-8 without signature').
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
// CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
// Don't do this in your application! Please use u8"text in any language" in your application!
// Note that characters values are preserved even by InputText() if the font cannot be displayed,
// so you can safely copy & paste garbled characters into another application.
ImGui::TextWrapped(
"CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
"Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
"Read docs/FONTS.md for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
//static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Images");
if (ImGui::TreeNode("Images"))
{
ImGuiIO& io = ImGui::GetIO();
ImGui::TextWrapped(
"Below we are displaying the font texture (which is the only texture we have access to in this demo). "
"Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
"Hover the texture for a zoomed view!");
// Below we are displaying the font texture because it is the only texture we have access to inside the demo!
// Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
// will be passed to the rendering backend via the ImDrawCmd structure.
// If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
// of their respective source file to specify what they expect to be stored in ImTextureID, for example:
// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
// - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
// More:
// - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
// to ImGui::Image(), and gather width/height through your own functions, etc.
// - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
// it will help you debug issues if you are confused about it.
// - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
// - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
// - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
ImTextureID my_tex_id = io.Fonts->TexID;
float my_tex_w = (float)io.Fonts->TexWidth;
float my_tex_h = (float)io.Fonts->TexHeight;
{
static bool use_text_color_for_tint = false;
ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint);
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);
ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);
if (ImGui::BeginItemTooltip())
{
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
float zoom = 4.0f;
if (region_x < 0.0f) { region_x = 0.0f; }
else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
if (region_y < 0.0f) { region_y = 0.0f; }
else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);
ImGui::EndTooltip();
}
}
IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
{
// UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
// Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
// Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
ImGui::PushID(i);
if (i > 0)
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture
ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
pressed_count += 1;
if (i > 0)
ImGui::PopStyleVar();
ImGui::PopID();
ImGui::SameLine();
}
ImGui::NewLine();
ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Combo");
if (ImGui::TreeNode("Combo"))
{
// Combo Boxes are also called "Dropdown" in other systems
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags
if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
flags &= ~ImGuiComboFlags_NoPreview;
// Override default popup height
if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall))
flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall);
if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular))
flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular);
if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest))
flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest);
// Using the generic BeginCombo() API, you have full control over how to display the combo contents.
// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
// stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static int item_current_idx = 0; // Here we store our selection data as an index.
// Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
const char* combo_preview_value = items[item_current_idx];
if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
const bool is_selected = (item_current_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_current_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::Spacing();
ImGui::SeparatorText("One-liner variants");
HelpMarker("Flags above don't apply to this section.");
// Simplified one-liner Combo() API, using values packed in a single constant string
// This is a convenience for when the selection set is small and known at compile-time.
static int item_current_2 = 0;
ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
// Simplified one-liner Combo() using an array of const char*
// This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.
static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
// Simplified one-liner Combo() using an accessor function
static int item_current_4 = 0;
ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/List Boxes");
if (ImGui::TreeNode("List boxes"))
{
// BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
// using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
// to always be called (inconsistent with BeginListBox()/EndListBox()).
// Using the generic BeginListBox() API, you have full control over how to display the combo contents.
// (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
// stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static int item_current_idx = 0; // Here we store our selection data as an index.
if (ImGui::BeginListBox("listbox 1"))
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
const bool is_selected = (item_current_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_current_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndListBox();
}
ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
// Custom size: use all width, 5 items tall
ImGui::Text("Full-width:");
if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
const bool is_selected = (item_current_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_current_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndListBox();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables");
if (ImGui::TreeNode("Selectables"))
{
// Selectable() has 2 overloads:
// - The one taking "bool selected" as a read-only selection information.
// When Selectable() has been clicked it returns true and you can alter selection state accordingly.
// - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
// The earlier is more flexible, as in real application your selection may be stored in many different ways
// and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
if (ImGui::TreeNode("Basic"))
{
static bool selection[5] = { false, true, false, false };
ImGui::Selectable("1. I am selectable", &selection[0]);
ImGui::Selectable("2. I am selectable", &selection[1]);
ImGui::Selectable("3. I am selectable", &selection[2]);
if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
if (ImGui::IsMouseDoubleClicked(0))
selection[3] = !selection[3];
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection");
if (ImGui::TreeNode("Selection State: Single Selection"))
{
static int selected = -1;
for (int n = 0; n < 5; n++)
{
char buf[32];
sprintf(buf, "Object %d", n);
if (ImGui::Selectable(buf, selected == n))
selected = n;
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection");
if (ImGui::TreeNode("Selection State: Multiple Selection"))
{
HelpMarker("Hold CTRL and click to select multiple items.");
static bool selection[5] = { false, false, false, false, false };
for (int n = 0; n < 5; n++)
{
char buf[32];
sprintf(buf, "Object %d", n);
if (ImGui::Selectable(buf, selection[n]))
{
if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
memset(selection, 0, sizeof(selection));
selection[n] ^= 1;
}
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
if (ImGui::TreeNode("Rendering more items on the same line"))
{
// (1) Using SetNextItemAllowOverlap()
// (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
static bool selected[3] = { false, false, false };
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");
if (ImGui::TreeNode("In columns"))
{
static bool selected[10] = {};
if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
{
for (int i = 0; i < 10; i++)
{
char label[32];
sprintf(label, "Item %d", i);
ImGui::TableNextColumn();
ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
}
ImGui::EndTable();
}
ImGui::Spacing();
if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
{
for (int i = 0; i < 10; i++)
{
char label[32];
sprintf(label, "Item %d", i);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
ImGui::TableNextColumn();
ImGui::Text("Some other contents");
ImGui::TableNextColumn();
ImGui::Text("123456");
}
ImGui::EndTable();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
if (ImGui::TreeNode("Grid"))
{
static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
// Add in a bit of silly fun...
const float time = (float)ImGui::GetTime();
const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
if (winning_state)
ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
for (int y = 0; y < 4; y++)
for (int x = 0; x < 4; x++)
{
if (x > 0)
ImGui::SameLine();
ImGui::PushID(y * 4 + x);
if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
{
// Toggle clicked cell + toggle neighbors
selected[y][x] ^= 1;
if (x > 0) { selected[y][x - 1] ^= 1; }
if (x < 3) { selected[y][x + 1] ^= 1; }
if (y > 0) { selected[y - 1][x] ^= 1; }
if (y < 3) { selected[y + 1][x] ^= 1; }
}
ImGui::PopID();
}
if (winning_state)
ImGui::PopStyleVar();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
if (ImGui::TreeNode("Alignment"))
{
HelpMarker(
"By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
"basis using PushStyleVar(). You'll probably want to always keep your default situation to "
"left-align otherwise it becomes difficult to layout multiple items on a same line");
static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 3; x++)
{
ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
char name[32];
sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
if (x > 0) ImGui::SameLine();
ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
ImGui::PopStyleVar();
}
}
ImGui::TreePop();
}
ImGui::TreePop();
}
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
IMGUI_DEMO_MARKER("Widgets/Text Input");
if (ImGui::TreeNode("Text Input"))
{
IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
if (ImGui::TreeNode("Multi-line Text Input"))
{
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
static char text[1024 * 16] =
"/*\n"
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
" the hexadecimal encoding of one offending instruction,\n"
" more formally, the invalid operand with locked CMPXCHG8B\n"
" instruction bug, is a design flaw in the majority of\n"
" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
" processors (all in the P5 microarchitecture).\n"
"*/\n\n"
"label:\n"
"\tlock cmpxchg8b eax\n";
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
if (ImGui::TreeNode("Filtered Text Input"))
{
struct TextFilters
{
// Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
{
if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
return 0;
}
// Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
{
if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
return 0;
return 1;
}
};
static char buf1[32] = ""; ImGui::InputText("default", buf1, 32);
static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal);
static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase);
static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank);
static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
if (ImGui::TreeNode("Password Input"))
{
static char password[64] = "password123";
ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
{
struct Funcs
{
static int MyCallback(ImGuiInputTextCallbackData* data)
{
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
{
data->InsertChars(data->CursorPos, "..");
}
else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
{
if (data->EventKey == ImGuiKey_UpArrow)
{
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Up!");
data->SelectAll();
}
else if (data->EventKey == ImGuiKey_DownArrow)
{
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Down!");
data->SelectAll();
}
}
else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
{
// Toggle casing of first character
char c = data->Buf[0];
if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
data->BufDirty = true;
// Increment a counter
int* p_int = (int*)data->UserData;
*p_int = *p_int + 1;
}
return 0;
}
};
static char buf1[64];
ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker(
"Here we append \"..\" each time Tab is pressed. "
"See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf2[64];
ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
ImGui::SameLine(); HelpMarker(
"Here we replace and select text each time Up/Down are pressed. "
"See 'Examples>Console' for a more meaningful demonstration of using this callback.");
static char buf3[64];
static int edit_count = 0;
ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
ImGui::SameLine(); HelpMarker(
"Here we toggle the casing of the first character on every edit + count edits.");
ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
if (ImGui::TreeNode("Resize Callback"))
{
// To wire InputText() with std::string or any other custom string type,
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
// using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
HelpMarker(
"Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
"See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
struct Funcs
{
static int MyResizeCallback(ImGuiInputTextCallbackData* data)
{
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
{
ImVector<char>* my_str = (ImVector<char>*)data->UserData;
IM_ASSERT(my_str->begin() == data->Buf);
my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
data->Buf = my_str->begin();
}
return 0;
}
// Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
// For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
{
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
}
};
// For this demo we are using ImVector as a string container.
// Note that because we need to store a terminating zero character, our size/capacity are 1 more
// than usually reported by a typical string class.
static ImVector<char> my_str;
if (my_str.empty())
my_str.push_back(0);
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
if (ImGui::TreeNode("Miscellaneous"))
{
static char buf1[16];
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
ImGui::TreePop();
}
ImGui::TreePop();
}
// Tabs
IMGUI_DEMO_MARKER("Widgets/Tabs");
if (ImGui::TreeNode("Tabs"))
{
IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
if (ImGui::TreeNode("Basic"))
{
ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
if (ImGui::BeginTabItem("Avocado"))
{
ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Broccoli"))
{
ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Cucumber"))
{
ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Separator();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
if (ImGui::TreeNode("Advanced & Close Button"))
{
// Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
// Tab Bar
const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
static bool opened[4] = { true, true, true, true }; // Persistent user state
for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
{
if (n > 0) { ImGui::SameLine(); }
ImGui::Checkbox(names[n], &opened[n]);
}
// Passing a bool* to BeginTabItem() is similar to passing one to Begin():
// the underlying bool will be set to false when the tab is closed.
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
{
ImGui::Text("This is the %s tab!", names[n]);
if (n & 1)
ImGui::Text("I am an odd tab.");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Separator();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
{
static ImVector<int> active_tabs;
static int next_tab_id = 0;
if (next_tab_id == 0) // Initialize with some default tabs
for (int i = 0; i < 3; i++)
active_tabs.push_back(next_tab_id++);
// TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
// (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
// but they tend to make more sense together)
static bool show_leading_button = true;
static bool show_trailing_button = true;
ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
// Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
// Demo a Leading TabItemButton(): click the "?" button to open a menu
if (show_leading_button)
if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
ImGui::OpenPopup("MyHelpMenu");
if (ImGui::BeginPopup("MyHelpMenu"))
{
ImGui::Selectable("Hello!");
ImGui::EndPopup();
}
// Demo Trailing Tabs: click the "+" button to add a new tab.
// (In your app you may want to use a font icon instead of the "+")
// We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
if (show_trailing_button)
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
active_tabs.push_back(next_tab_id++); // Add new tab
// Submit our regular tabs
for (int n = 0; n < active_tabs.Size; )
{
bool open = true;
char name[16];
snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
{
ImGui::Text("This is the %s tab!", name);
ImGui::EndTabItem();
}
if (!open)
active_tabs.erase(active_tabs.Data + n);
else
n++;
}
ImGui::EndTabBar();
}
ImGui::Separator();
ImGui::TreePop();
}
ImGui::TreePop();
}
// Plot/Graph widgets are not very good.
// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
IMGUI_DEMO_MARKER("Widgets/Plotting");
if (ImGui::TreeNode("Plotting"))
{
static bool animate = true;
ImGui::Checkbox("Animate", &animate);
// Plot as lines and plot as histogram
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
//ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!");
// Fill an array of contiguous float values to plot
// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float
// and the sizeof() of your structure in the "stride" parameter.
static float values[90] = {};
static int values_offset = 0;
static double refresh_time = 0.0;
if (!animate || refresh_time == 0.0)
refresh_time = ImGui::GetTime();
while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo
{
static float phase = 0.0f;
values[values_offset] = cosf(phase);
values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);
phase += 0.10f * values_offset;
refresh_time += 1.0f / 60.0f;
}
// Plots can display overlay texts
// (in this example, we will display an average value)
{
float average = 0.0f;
for (int n = 0; n < IM_ARRAYSIZE(values); n++)
average += values[n];
average /= (float)IM_ARRAYSIZE(values);
char overlay[32];
sprintf(overlay, "avg %f", average);
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
}
// Use functions to generate output
// FIXME: This is actually VERY awkward because current plot API only pass in indices.
// We probably want an API passing floats and user provide sample rate/count.
struct Funcs
{
static float Sin(void*, int i) { return sinf(i * 0.1f); }
static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }
};
static int func_type = 0, display_count = 70;
ImGui::SeparatorText("Functions");
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::Combo("func", &func_type, "Sin\0Saw\0");
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 400);
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::Separator();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Progress Bars");
if (ImGui::TreeNode("Progress Bars"))
{
// Animate a simple progress bar
static float progress = 0.0f, progress_dir = 1.0f;
progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
// Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
// or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Progress Bar");
float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);
char buf[32];
sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);
ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);
// Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value.
// Adjust the factor if you want to adjust the animation speed.
ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching..");
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Indeterminate");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Color");
if (ImGui::TreeNode("Color/Picker Widgets"))
{
static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
static bool alpha_preview = true;
static bool alpha_half_preview = false;
static bool drag_and_drop = true;
static bool options_menu = true;
static bool hdr = false;
ImGui::SeparatorText("Options");
ImGui::Checkbox("With Alpha Preview", &alpha_preview);
ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
ImGui::SeparatorText("Inline color editor");
ImGui::Text("Color widget:");
ImGui::SameLine(); HelpMarker(
"Click on the color square to open a color picker.\n"
"CTRL+click on individual component to input value.\n");
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
ImGui::Text("Color widget HSV with Alpha:");
ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
ImGui::Text("Color widget with Float Display:");
ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
ImGui::Text("Color button with Picker:");
ImGui::SameLine(); HelpMarker(
"With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
"With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
"be used for the tooltip and picker popup.");
ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
ImGui::Text("Color button with Custom Picker Popup:");
// Generate a default palette. The palette will persist and can be edited.
static bool saved_palette_init = true;
static ImVec4 saved_palette[32] = {};
if (saved_palette_init)
{
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
{
ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
saved_palette[n].w = 1.0f; // Alpha
}
saved_palette_init = false;
}
static ImVec4 backup_color;
bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
open_popup |= ImGui::Button("Palette");
if (open_popup)
{
ImGui::OpenPopup("mypicker");
backup_color = color;
}
if (ImGui::BeginPopup("mypicker"))
{
ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
ImGui::Separator();
ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
ImGui::SameLine();
ImGui::BeginGroup(); // Lock X position
ImGui::Text("Current");
ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
ImGui::Text("Previous");
if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
color = backup_color;
ImGui::Separator();
ImGui::Text("Palette");
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
{
ImGui::PushID(n);
if ((n % 8) != 0)
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
// Allow user to drop colors into each palette entry. Note that ColorButton() is already a
// drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
ImGui::EndDragDropTarget();
}
ImGui::PopID();
}
ImGui::EndGroup();
ImGui::EndPopup();
}
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
ImGui::Text("Color button only:");
static bool no_border = false;
ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
ImGui::SeparatorText("Color picker");
static bool alpha = true;
static bool alpha_bar = true;
static bool side_preview = true;
static bool ref_color = false;
static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
static int display_mode = 0;
static int picker_mode = 0;
ImGui::Checkbox("With Alpha", &alpha);
ImGui::Checkbox("With Alpha Bar", &alpha_bar);
ImGui::Checkbox("With Side Preview", &side_preview);
if (side_preview)
{
ImGui::SameLine();
ImGui::Checkbox("With Ref Color", &ref_color);
if (ref_color)
{
ImGui::SameLine();
ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
}
}
ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
ImGui::SameLine(); HelpMarker(
"ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
"but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
"if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
ImGuiColorEditFlags flags = misc_flags;
if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays
if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode
if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
ImGui::Text("Set defaults in code:");
ImGui::SameLine(); HelpMarker(
"SetColorEditOptions() is designed to allow you to set boot-time default.\n"
"We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
"and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
"encouraging you to persistently save values that aren't forward-compatible.");
if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// Always display a small version of both types of pickers
// (that's in order to make it more visible in the demo to people who are skimming quickly through it)
ImGui::Text("Both types:");
float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
ImGui::SameLine();
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
ImGui::Spacing();
ImGui::Text("HSV encoded colors");
ImGui::SameLine(); HelpMarker(
"By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"
"allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"
"added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
ImGui::Text("Color widget with InputHSV:");
ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
if (ImGui::TreeNode("Drag/Slider Flags"))
{
// Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
// Drags
static float drag_f = 0.5f;
static int drag_i = 50;
ImGui::Text("Underlying float value: %f", drag_f);
ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
// Sliders
static float slider_f = 0.5f;
static int slider_i = 50;
ImGui::Text("Underlying float value: %f", slider_f);
ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);
ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Range Widgets");
if (ImGui::TreeNode("Range Widgets"))
{
static float begin = 10, end = 90;
static int begin_i = 100, end_i = 1000;
ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Data Types");
if (ImGui::TreeNode("Data Types"))
{
// DragScalar/InputScalar/SliderScalar functions allow various data types
// - signed/unsigned
// - 8/16/32/64-bits
// - integer/float/double
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
// to pass the type, and passing all arguments by pointer.
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
// In practice, if you frequently use a given type that is not covered by the normal API entry points,
// you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
// and then pass their address to the generic function. For example:
// bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
// {
// return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
// }
// Setup limits (as helper variables so we can take their address, as explained above)
// Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
#ifndef LLONG_MIN
ImS64 LLONG_MIN = -9223372036854775807LL - 1;
ImS64 LLONG_MAX = 9223372036854775807LL;
ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127;
const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255;
const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767;
const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535;
const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
// State
static char s8_v = 127;
static ImU8 u8_v = 255;
static short s16_v = 32767;
static ImU16 u16_v = 65535;
static ImS32 s32_v = -1;
static ImU32 u32_v = (ImU32)-1;
static ImS64 s64_v = -1;
static ImU64 u64_v = (ImU64)-1;
static float f32_v = 0.123f;
static double f64_v = 90000.01234567890123456789;
const float drag_speed = 0.2f;
static bool drag_clamp = false;
IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
ImGui::SeparatorText("Drags");
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
ImGui::SameLine(); HelpMarker(
"As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
"You can override the clamping limits by using CTRL+Click to input a value.");
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f");
ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
ImGui::SeparatorText("Sliders");
ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64);
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms");
ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams");
ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
ImGui::SeparatorText("Sliders (reverse)");
ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
static bool inputs_step = true;
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
ImGui::SeparatorText("Inputs");
ImGui::Checkbox("Show step buttons", &inputs_step);
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags);
ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags);
ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
if (ImGui::TreeNode("Multi-component Widgets"))
{
static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
static int vec4i[4] = { 1, 5, 100, 255 };
ImGui::SeparatorText("2-wide");
ImGui::InputFloat2("input float2", vec4f);
ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
ImGui::InputInt2("input int2", vec4i);
ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
ImGui::SliderInt2("slider int2", vec4i, 0, 255);
ImGui::SeparatorText("3-wide");
ImGui::InputFloat3("input float3", vec4f);
ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
ImGui::InputInt3("input int3", vec4i);
ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
ImGui::SliderInt3("slider int3", vec4i, 0, 255);
ImGui::SeparatorText("4-wide");
ImGui::InputFloat4("input float4", vec4f);
ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
ImGui::InputInt4("input int4", vec4i);
ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
ImGui::SliderInt4("slider int4", vec4i, 0, 255);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
if (ImGui::TreeNode("Vertical Sliders"))
{
const float spacing = 4;
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
static int int_value = 0;
ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
ImGui::SameLine();
static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
ImGui::PushID("set1");
for (int i = 0; i < 7; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
if (ImGui::IsItemActive() || ImGui::IsItemHovered())
ImGui::SetTooltip("%.3f", values[i]);
ImGui::PopStyleColor(4);
ImGui::PopID();
}
ImGui::PopID();
ImGui::SameLine();
ImGui::PushID("set2");
static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
const int rows = 3;
const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
for (int nx = 0; nx < 4; nx++)
{
if (nx > 0) ImGui::SameLine();
ImGui::BeginGroup();
for (int ny = 0; ny < rows; ny++)
{
ImGui::PushID(nx * rows + ny);
ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
if (ImGui::IsItemActive() || ImGui::IsItemHovered())
ImGui::SetTooltip("%.3f", values2[nx]);
ImGui::PopID();
}
ImGui::EndGroup();
}
ImGui::PopID();
ImGui::SameLine();
ImGui::PushID("set3");
for (int i = 0; i < 4; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
ImGui::PopStyleVar();
ImGui::PopID();
}
ImGui::PopID();
ImGui::PopStyleVar();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and drop");
if (ImGui::TreeNode("Drag and Drop"))
{
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
if (ImGui::TreeNode("Drag and drop in standard widgets"))
{
// ColorEdit widgets automatically act as drag source and drag target.
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
// to allow your own widgets to use colors in their drag and drop interaction.
// Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
HelpMarker("You can drag from the color squares.");
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::ColorEdit4("color 2", col2);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
if (ImGui::TreeNode("Drag and drop to copy/swap items"))
{
enum Mode
{
Mode_Copy,
Mode_Move,
Mode_Swap
};
static int mode = 0;
if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
static const char* names[9] =
{
"Bobby", "Beatrice", "Betty",
"Brianna", "Barry", "Bernard",
"Bibi", "Blaine", "Bryn"
};
for (int n = 0; n < IM_ARRAYSIZE(names); n++)
{
ImGui::PushID(n);
if ((n % 3) != 0)
ImGui::SameLine();
ImGui::Button(names[n], ImVec2(60, 60));
// Our buttons are both drag sources and drag targets here!
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
{
// Set payload to carry the index of our item (could be anything)
ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
// Display preview (could be anything, e.g. when dragging an image we could decide to display
// the filename and a small preview of the image, etc.)
if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
ImGui::EndDragDropSource();
}
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
{
IM_ASSERT(payload->DataSize == sizeof(int));
int payload_n = *(const int*)payload->Data;
if (mode == Mode_Copy)
{
names[n] = names[payload_n];
}
if (mode == Mode_Move)
{
names[n] = names[payload_n];
names[payload_n] = "";
}
if (mode == Mode_Swap)
{
const char* tmp = names[n];
names[n] = names[payload_n];
names[payload_n] = tmp;
}
}
ImGui::EndDragDropTarget();
}
ImGui::PopID();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
if (ImGui::TreeNode("Drag to reorder items (simple)"))
{
// Simple reordering
HelpMarker(
"We don't use the drag and drop api at all here! "
"Instead we query when the item is held but not hovered, and order items accordingly.");
static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
{
const char* item = item_names[n];
ImGui::Selectable(item);
if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
{
int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
{
item_names[n] = item_names[n_next];
item_names[n_next] = item;
ImGui::ResetMouseDragDelta();
}
}
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
if (ImGui::TreeNode("Tooltip at target location"))
{
for (int n = 0; n < 2; n++)
{
// Drop targets
ImGui::Button(n ? "drop here##1" : "drop here##0");
if (ImGui::BeginDragDropTarget())
{
ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
{
IM_UNUSED(payload);
ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
ImGui::SetTooltip("Cannot drop here!");
}
ImGui::EndDragDropTarget();
}
// Drop source
static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
if (n == 0)
ImGui::ColorButton("drag me", col4);
}
ImGui::TreePop();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
{
// Select an item type
const char* item_names[] =
{
"Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
"InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
};
static int item_type = 4;
static bool item_disabled = false;
ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
ImGui::SameLine();
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
ImGui::Checkbox("Item Disabled", &item_disabled);
// Submit selected items so we can query their status in the code following it.
bool ret = false;
static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
static char str[16] = {};
if (item_disabled)
ImGui::BeginDisabled(true);
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); }
if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
bool hovered_delay_none = ImGui::IsItemHovered();
bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
// Display the values of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
// we query every state in a single call to avoid storing them and to simplify the code.
ImGui::BulletText(
"Return value = %d\n"
"IsItemFocused() = %d\n"
"IsItemHovered() = %d\n"
"IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
"IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
"IsItemHovered(_AllowWhenDisabled) = %d\n"
"IsItemHovered(_RectOnly) = %d\n"
"IsItemActive() = %d\n"
"IsItemEdited() = %d\n"
"IsItemActivated() = %d\n"
"IsItemDeactivated() = %d\n"
"IsItemDeactivatedAfterEdit() = %d\n"
"IsItemVisible() = %d\n"
"IsItemClicked() = %d\n"
"IsItemToggledOpen() = %d\n"
"GetItemRectMin() = (%.1f, %.1f)\n"
"GetItemRectMax() = (%.1f, %.1f)\n"
"GetItemRectSize() = (%.1f, %.1f)",
ret,
ImGui::IsItemFocused(),
ImGui::IsItemHovered(),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
ImGui::IsItemActive(),
ImGui::IsItemEdited(),
ImGui::IsItemActivated(),
ImGui::IsItemDeactivated(),
ImGui::IsItemDeactivatedAfterEdit(),
ImGui::IsItemVisible(),
ImGui::IsItemClicked(),
ImGui::IsItemToggledOpen(),
ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
);
ImGui::BulletText(
"with Hovering Delay or Stationary test:\n"
"IsItemHovered() = = %d\n"
"IsItemHovered(_Stationary) = %d\n"
"IsItemHovered(_DelayShort) = %d\n"
"IsItemHovered(_DelayNormal) = %d\n"
"IsItemHovered(_Tooltip) = %d",
hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
if (item_disabled)
ImGui::EndDisabled();
char buf[1] = "";
ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
ImGui::SameLine();
HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
{
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border);
// Testing IsWindowFocused() function with its various flags.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
"IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_RootWindow) = %d\n"
"IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_AnyWindow) = %d\n",
ImGui::IsWindowFocused(),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
// Testing IsWindowHovered() function with its various flags.
ImGui::BulletText(
"IsWindowHovered() = %d\n"
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_RootWindow) = %d\n"
"IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AnyWindow) = %d\n"
"IsWindowHovered(_Stationary) = %d\n",
ImGui::IsWindowHovered(),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Border);
ImGui::Text("This is another child window for testing the _ChildWindows flag.");
ImGui::EndChild();
if (embed_all_inside_a_child_window)
ImGui::EndChild();
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu associated to the title bar of a window.
// This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties).
static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
if (test_window)
{
// FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck.
// Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"?
ImGui::Begin("Title bar Hovered/Active tests", &test_window);
if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
{
if (ImGui::MenuItem("Close")) { test_window = false; }
ImGui::EndPopup();
}
ImGui::Text(
"IsItemHovered() after begin = %d (== is title bar hovered)\n"
"IsItemActive() after begin = %d (== is window being clicked/moved)\n",
ImGui::IsItemHovered(), ImGui::IsItemActive());
ImGui::End();
}
ImGui::TreePop();
}
// Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:
// logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)
if (disable_all)
ImGui::EndDisabled();
IMGUI_DEMO_MARKER("Widgets/Disable Block");
if (ImGui::TreeNode("Disable block"))
{
ImGui::Checkbox("Disable entire section above", &disable_all);
ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Filter");
if (ImGui::TreeNode("Text Filter"))
{
// Helper class to easy setup a text filter.
// You may want to implement a more feature-full filtering scheme in your own application.
HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
static ImGuiTextFilter filter;
ImGui::Text("Filter usage:\n"
" \"\" display all lines\n"
" \"xxx\" display lines containing \"xxx\"\n"
" \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
" \"-xxx\" hide lines containing \"xxx\"");
filter.Draw();
const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
if (filter.PassFilter(lines[i]))
ImGui::BulletText("%s", lines[i]);
ImGui::TreePop();
}
}
static void ShowDemoWindowLayout()
{
IMGUI_DEMO_MARKER("Layout");
if (!ImGui::CollapsingHeader("Layout & Scrolling"))
return;
IMGUI_DEMO_MARKER("Layout/Child windows");
if (ImGui::TreeNode("Child windows"))
{
ImGui::SeparatorText("Child windows");
HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
static bool disable_mouse_wheel = false;
static bool disable_menu = false;
ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
ImGui::Checkbox("Disable Menu", &disable_menu);
// Child 1: no border, enable horizontal scrollbar
{
ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;
if (disable_mouse_wheel)
window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags);
for (int i = 0; i < 100; i++)
ImGui::Text("%04d: scrollable region", i);
ImGui::EndChild();
}
ImGui::SameLine();
// Child 2: rounded border
{
ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;
if (disable_mouse_wheel)
window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
if (!disable_menu)
window_flags |= ImGuiWindowFlags_MenuBar;
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
{
for (int i = 0; i < 100; i++)
{
char buf[32];
sprintf(buf, "%03d", i);
ImGui::TableNextColumn();
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
ImGui::EndTable();
}
ImGui::EndChild();
ImGui::PopStyleVar();
}
// Child 3: manual-resize
ImGui::SeparatorText("Manual-resize");
{
HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.");
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg));
if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY))
for (int n = 0; n < 10; n++)
ImGui::Text("Line %04d", n);
ImGui::PopStyleColor();
ImGui::EndChild();
}
// Child 4: auto-resizing height with a limit
ImGui::SeparatorText("Auto-resize with constraints");
{
static int draw_lines = 3;
static int max_height_in_lines = 10;
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("Lines Count", &draw_lines, 0.2f);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f);
ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines));
if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY))
for (int n = 0; n < draw_lines; n++)
ImGui::Text("Line %04d", n);
ImGui::EndChild();
}
ImGui::SeparatorText("Misc/Advanced");
// Demonstrate a few extra things
// - Changing ImGuiCol_ChildBg (which is transparent black in default styles)
// - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)
// You can also call SetNextWindowPos() to position the child window. The parent window will effectively
// layout from this position.
// - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from
// the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.
{
static int offset_x = 0;
static bool override_bg_color = true;
static ImGuiChildFlags child_flags = ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY;
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
ImGui::Checkbox("Override ChildBg color", &override_bg_color);
ImGui::CheckboxFlags("ImGuiChildFlags_Border", &child_flags, ImGuiChildFlags_Border);
ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding);
ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX);
ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY);
ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle);
ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.");
if (child_flags & ImGuiChildFlags_FrameStyle)
override_bg_color = false;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);
if (override_bg_color)
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None);
if (override_bg_color)
ImGui::PopStyleColor();
for (int n = 0; n < 50; n++)
ImGui::Text("Some test %d", n);
ImGui::EndChild();
bool child_is_hovered = ImGui::IsItemHovered();
ImVec2 child_rect_min = ImGui::GetItemRectMin();
ImVec2 child_rect_max = ImGui::GetItemRectMax();
ImGui::Text("Hovered: %d", child_is_hovered);
ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Widgets Width");
if (ImGui::TreeNode("Widgets Width"))
{
static float f = 0.0f;
static bool show_indented_items = true;
ImGui::Checkbox("Show indented items", &show_indented_items);
// Use SetNextItemWidth() to set the width of a single upcoming item.
// Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
// In real code use you'll probably want to choose width values that are proportional to your font size
// e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
ImGui::SameLine(); HelpMarker("Fixed width.");
ImGui::PushItemWidth(100);
ImGui::DragFloat("float##1b", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##1b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
ImGui::PushItemWidth(-100);
ImGui::DragFloat("float##2a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##2b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##3a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##3b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
ImGui::SameLine(); HelpMarker("Align to right edge minus half");
ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##4a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##4b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
// Demonstrate using PushItemWidth to surround three items.
// Calling SetNextItemWidth() before each of them would have the same effect.
ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
ImGui::SameLine(); HelpMarker("Align to right edge");
ImGui::PushItemWidth(-FLT_MIN);
ImGui::DragFloat("##float5a", &f);
if (show_indented_items)
{
ImGui::Indent();
ImGui::DragFloat("float (indented)##5b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout");
if (ImGui::TreeNode("Basic Horizontal Layout"))
{
ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
// Text
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");
ImGui::Text("Two items: Hello"); ImGui::SameLine();
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
// Adjust spacing
ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");
// Button
ImGui::AlignTextToFramePadding();
ImGui::Text("Normal buttons"); ImGui::SameLine();
ImGui::Button("Banana"); ImGui::SameLine();
ImGui::Button("Apple"); ImGui::SameLine();
ImGui::Button("Corniflower");
// Button
ImGui::Text("Small buttons"); ImGui::SameLine();
ImGui::SmallButton("Like this one"); ImGui::SameLine();
ImGui::Text("can fit within a text block.");
// Aligned to arbitrary position. Easy/cheap column.
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)");
ImGui::Text("Aligned");
ImGui::SameLine(150); ImGui::Text("x=150");
ImGui::SameLine(300); ImGui::Text("x=300");
ImGui::Text("Aligned");
ImGui::SameLine(150); ImGui::SmallButton("x=150");
ImGui::SameLine(300); ImGui::SmallButton("x=300");
// Checkbox
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)");
static bool c1 = false, c2 = false, c3 = false, c4 = false;
ImGui::Checkbox("My", &c1); ImGui::SameLine();
ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
ImGui::Checkbox("Is", &c3); ImGui::SameLine();
ImGui::Checkbox("Rich", &c4);
// Various
static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;
ImGui::PushItemWidth(80);
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
static int item = -1;
ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();
ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();
ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);
ImGui::PopItemWidth();
ImGui::PushItemWidth(80);
ImGui::Text("Lists:");
static int selection[4] = { 0, 1, 2, 3 };
for (int i = 0; i < 4; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::PushID(i);
ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
ImGui::PopID();
//ImGui::SetItemTooltip("ListBox %d hovered", i);
}
ImGui::PopItemWidth();
// Dummy
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy");
ImVec2 button_sz(40, 40);
ImGui::Button("A", button_sz); ImGui::SameLine();
ImGui::Dummy(button_sz); ImGui::SameLine();
ImGui::Button("B", button_sz);
// Manually wrapping
// (we should eventually provide this as an automatic layout feature, but for now you can do it manually)
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping");
ImGui::Text("Manual wrapping:");
ImGuiStyle& style = ImGui::GetStyle();
int buttons_count = 20;
float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;
for (int n = 0; n < buttons_count; n++)
{
ImGui::PushID(n);
ImGui::Button("Box", button_sz);
float last_button_x2 = ImGui::GetItemRectMax().x;
float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line
if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)
ImGui::SameLine();
ImGui::PopID();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Groups");
if (ImGui::TreeNode("Groups"))
{
HelpMarker(
"BeginGroup() basically locks the horizontal position for new line. "
"EndGroup() bundles the whole group so that you can use \"item\" functions such as "
"IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
ImGui::BeginGroup();
{
ImGui::BeginGroup();
ImGui::Button("AAA");
ImGui::SameLine();
ImGui::Button("BBB");
ImGui::SameLine();
ImGui::BeginGroup();
ImGui::Button("CCC");
ImGui::Button("DDD");
ImGui::EndGroup();
ImGui::SameLine();
ImGui::Button("EEE");
ImGui::EndGroup();
ImGui::SetItemTooltip("First group hovered");
}
// Capture the group size and create widgets using the same size
ImVec2 size = ImGui::GetItemRectSize();
const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
ImGui::SameLine();
ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
ImGui::EndGroup();
ImGui::SameLine();
ImGui::Button("LEVERAGE\nBUZZWORD", size);
ImGui::SameLine();
if (ImGui::BeginListBox("List", size))
{
ImGui::Selectable("Selected", true);
ImGui::Selectable("Not Selected", false);
ImGui::EndListBox();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment");
if (ImGui::TreeNode("Text Baseline Alignment"))
{
{
ImGui::BulletText("Text baseline:");
ImGui::SameLine(); HelpMarker(
"This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "
"Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");
ImGui::Indent();
ImGui::Text("KO Blahblah"); ImGui::SameLine();
ImGui::Button("Some framed item"); ImGui::SameLine();
HelpMarker("Baseline of button will look misaligned with text..");
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
// (because we don't know what's coming after the Text() statement, we need to move the text baseline
// down by FramePadding.y ahead of time)
ImGui::AlignTextToFramePadding();
ImGui::Text("OK Blahblah"); ImGui::SameLine();
ImGui::Button("Some framed item"); ImGui::SameLine();
HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
// SmallButton() uses the same vertical padding as Text
ImGui::Button("TEST##1"); ImGui::SameLine();
ImGui::Text("TEST"); ImGui::SameLine();
ImGui::SmallButton("TEST##2");
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
ImGui::AlignTextToFramePadding();
ImGui::Text("Text aligned to framed item"); ImGui::SameLine();
ImGui::Button("Item##1"); ImGui::SameLine();
ImGui::Text("Item"); ImGui::SameLine();
ImGui::SmallButton("Item##2"); ImGui::SameLine();
ImGui::Button("Item##3");
ImGui::Unindent();
}
ImGui::Spacing();
{
ImGui::BulletText("Multi-line text:");
ImGui::Indent();
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("One\nTwo\nThree");
ImGui::Button("HOP##1"); ImGui::SameLine();
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Button("HOP##2"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Unindent();
}
ImGui::Spacing();
{
ImGui::BulletText("Misc items:");
ImGui::Indent();
// SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.
ImGui::Button("80x80", ImVec2(80, 80));
ImGui::SameLine();
ImGui::Button("50x50", ImVec2(50, 50));
ImGui::SameLine();
ImGui::Button("Button()");
ImGui::SameLine();
ImGui::SmallButton("SmallButton()");
// Tree
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
if (ImGui::TreeNode("Node##1"))
{
// Placeholder tree data
for (int i = 0; i < 6; i++)
ImGui::BulletText("Item %d..", i);
ImGui::TreePop();
}
// Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.
// Otherwise you can use SmallButton() (smaller fit).
ImGui::AlignTextToFramePadding();
// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add
// other contents below the node.
bool node_open = ImGui::TreeNode("Node##2");
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
if (node_open)
{
// Placeholder tree data
for (int i = 0; i < 6; i++)
ImGui::BulletText("Item %d..", i);
ImGui::TreePop();
}
// Bullet
ImGui::Button("Button##3");
ImGui::SameLine(0.0f, spacing);
ImGui::BulletText("Bullet text");
ImGui::AlignTextToFramePadding();
ImGui::BulletText("Node");
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
ImGui::Unindent();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Scrolling");
if (ImGui::TreeNode("Scrolling"))
{
// Vertical scroll functions
IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical");
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
static int track_item = 50;
static bool enable_track = true;
static bool enable_extra_decorations = false;
static float scroll_to_off_px = 0.0f;
static float scroll_to_pos_px = 200.0f;
ImGui::Checkbox("Decoration", &enable_extra_decorations);
ImGui::Checkbox("Track", &enable_track);
ImGui::PushItemWidth(100);
ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
bool scroll_to_off = ImGui::Button("Scroll Offset");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
bool scroll_to_pos = ImGui::Button("Scroll To Pos");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
ImGui::PopItemWidth();
if (scroll_to_off || scroll_to_pos)
enable_track = false;
ImGuiStyle& style = ImGui::GetStyle();
float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
if (child_w < 1.0f)
child_w = 1.0f;
ImGui::PushID("##VerticalScrolling");
for (int i = 0; i < 5; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::BeginGroup();
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
ImGui::TextUnformatted(names[i]);
const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags);
if (ImGui::BeginMenuBar())
{
ImGui::TextUnformatted("abc");
ImGui::EndMenuBar();
}
if (scroll_to_off)
ImGui::SetScrollY(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
{
for (int item = 0; item < 100; item++)
{
if (enable_track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
}
else
{
ImGui::Text("Item %d", item);
}
}
}
float scroll_y = ImGui::GetScrollY();
float scroll_max_y = ImGui::GetScrollMaxY();
ImGui::EndChild();
ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);
ImGui::EndGroup();
}
ImGui::PopID();
// Horizontal scroll functions
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal");
ImGui::Spacing();
HelpMarker(
"Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"
"Because the clipping rectangle of most window hides half worth of WindowPadding on the "
"left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "
"equivalent SetScrollFromPosY(+1) wouldn't.");
ImGui::PushID("##HorizontalScrolling");
for (int i = 0; i < 5; i++)
{
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Border, child_flags);
if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
{
for (int item = 0; item < 100; item++)
{
if (item > 0)
ImGui::SameLine();
if (enable_track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
}
else
{
ImGui::Text("Item %d", item);
}
}
}
float scroll_x = ImGui::GetScrollX();
float scroll_max_x = ImGui::GetScrollMaxX();
ImGui::EndChild();
ImGui::SameLine();
const char* names[] = { "Left", "25%", "Center", "75%", "Right" };
ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);
ImGui::Spacing();
}
ImGui::PopID();
// Miscellaneous Horizontal Scrolling Demo
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)");
HelpMarker(
"Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"
"You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");
static int lines = 7;
ImGui::SliderInt("Lines", &lines, 1, 15);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);
ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Border, ImGuiWindowFlags_HorizontalScrollbar);
for (int line = 0; line < lines; line++)
{
// Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()
// If you want to create your own time line for a real application you may be better off manipulating
// the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets
// yourself. You may also want to use the lower-level ImDrawList API.
int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
for (int n = 0; n < num_buttons; n++)
{
if (n > 0) ImGui::SameLine();
ImGui::PushID(n + line * 1000);
char num_buf[16];
sprintf(num_buf, "%d", n);
const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf;
float hue = n * 0.05f;
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));
ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
ImGui::PopStyleColor(3);
ImGui::PopID();
}
}
float scroll_x = ImGui::GetScrollX();
float scroll_max_x = ImGui::GetScrollMaxX();
ImGui::EndChild();
ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f;
ImGui::SmallButton("<<");
if (ImGui::IsItemActive())
scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SameLine();
ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SmallButton(">>");
if (ImGui::IsItemActive())
scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SameLine();
ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
if (scroll_x_delta != 0.0f)
{
// Demonstrate a trick: you can use Begin to set yourself in the context of another window
// (here we are already out of your child window)
ImGui::BeginChild("scrolling");
ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
ImGui::EndChild();
}
ImGui::Spacing();
static bool show_horizontal_contents_size_demo_window = false;
ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);
if (show_horizontal_contents_size_demo_window)
{
static bool show_h_scrollbar = true;
static bool show_button = true;
static bool show_tree_nodes = true;
static bool show_text_wrapped = false;
static bool show_columns = true;
static bool show_tab_bar = true;
static bool show_child = false;
static bool explicit_content_size = false;
static float contents_size_x = 300.0f;
if (explicit_content_size)
ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
HelpMarker(
"Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n"
"Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten)
ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width
ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size
ImGui::Checkbox("Columns", &show_columns); // Will use contents size
ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size
ImGui::Checkbox("Child", &show_child); // Will grow and use contents size
ImGui::Checkbox("Explicit content size", &explicit_content_size);
ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());
if (explicit_content_size)
{
ImGui::SameLine();
ImGui::SetNextItemWidth(100);
ImGui::DragFloat("##csx", &contents_size_x);
ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);
ImGui::Dummy(ImVec2(0, 10));
}
ImGui::PopStyleVar(2);
ImGui::Separator();
if (show_button)
{
ImGui::Button("this is a 300-wide button", ImVec2(300, 0));
}
if (show_tree_nodes)
{
bool open = true;
if (ImGui::TreeNode("this is a tree node"))
{
if (ImGui::TreeNode("another one of those tree node..."))
{
ImGui::Text("Some tree contents");
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::CollapsingHeader("CollapsingHeader", &open);
}
if (show_text_wrapped)
{
ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");
}
if (show_columns)
{
ImGui::Text("Tables:");
if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))
{
for (int n = 0; n < 4; n++)
{
ImGui::TableNextColumn();
ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);
}
ImGui::EndTable();
}
ImGui::Text("Columns:");
ImGui::Columns(4);
for (int n = 0; n < 4; n++)
{
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
ImGui::NextColumn();
}
ImGui::Columns(1);
}
if (show_tab_bar && ImGui::BeginTabBar("Hello"))
{
if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }
if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }
ImGui::EndTabBar();
}
if (show_child)
{
ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border);
ImGui::EndChild();
}
ImGui::End();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Clipping");
if (ImGui::TreeNode("Clipping"))
{
static ImVec2 size(100.0f, 100.0f);
static ImVec2 offset(30.0f, 30.0f);
ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag to scroll)");
HelpMarker(
"(Left) Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)\n\n"
"(Center) Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)\n\n"
"(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");
for (int n = 0; n < 3; n++)
{
if (n > 0)
ImGui::SameLine();
ImGui::PushID(n);
ImGui::InvisibleButton("##canvas", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
{
offset.x += ImGui::GetIO().MouseDelta.x;
offset.y += ImGui::GetIO().MouseDelta.y;
}
ImGui::PopID();
if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.
continue;
const ImVec2 p0 = ImGui::GetItemRectMin();
const ImVec2 p1 = ImGui::GetItemRectMax();
const char* text_str = "Line 1 hello\nLine 2 clip me!";
const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
switch (n)
{
case 0:
ImGui::PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
ImGui::PopClipRect();
break;
case 1:
draw_list->PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
draw_list->PopClipRect();
break;
case 2:
ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
break;
}
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Overlap Mode");
if (ImGui::TreeNode("Overlap Mode"))
{
static bool enable_allow_overlap = true;
HelpMarker(
"Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"
"By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. "
"Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");
ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap);
ImVec2 button1_pos = ImGui::GetCursorScreenPos();
ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f);
if (enable_allow_overlap)
ImGui::SetNextItemAllowOverlap();
ImGui::Button("Button 1", ImVec2(80, 80));
ImGui::SetCursorScreenPos(button2_pos);
ImGui::Button("Button 2", ImVec2(80, 80));
// This is typically used with width-spanning items.
// (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut
// for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.)
if (enable_allow_overlap)
ImGui::SetNextItemAllowOverlap();
ImGui::Selectable("Some Selectable", false);
ImGui::SameLine();
ImGui::SmallButton("++");
ImGui::TreePop();
}
}
static void ShowDemoWindowPopups()
{
IMGUI_DEMO_MARKER("Popups");
if (!ImGui::CollapsingHeader("Popups & Modal windows"))
return;
// The properties of popups windows are:
// - They block normal mouse hovering detection outside them. (*)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as
// we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even
// when normally blocked by a popup.
// Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close
// popups at any time.
// Typical use for regular windows:
// bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
// Typical use for popups:
// if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
IMGUI_DEMO_MARKER("Popups/Popups");
if (ImGui::TreeNode("Popups"))
{
ImGui::TextWrapped(
"When a popup is active, it inhibits interacting with windows that are behind the popup. "
"Clicking outside the popup closes it.");
static int selected_fish = -1;
const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
static bool toggles[] = { true, false, false, false, false };
// Simple selection popup (if you want to show the current selection inside the Button itself,
// you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
if (ImGui::Button("Select.."))
ImGui::OpenPopup("my_select_popup");
ImGui::SameLine();
ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);
if (ImGui::BeginPopup("my_select_popup"))
{
ImGui::SeparatorText("Aquarium");
for (int i = 0; i < IM_ARRAYSIZE(names); i++)
if (ImGui::Selectable(names[i]))
selected_fish = i;
ImGui::EndPopup();
}
// Showing a menu with toggles
if (ImGui::Button("Toggle.."))
ImGui::OpenPopup("my_toggle_popup");
if (ImGui::BeginPopup("my_toggle_popup"))
{
for (int i = 0; i < IM_ARRAYSIZE(names); i++)
ImGui::MenuItem(names[i], "", &toggles[i]);
if (ImGui::BeginMenu("Sub-menu"))
{
ImGui::MenuItem("Click me");
ImGui::EndMenu();
}
ImGui::Separator();
ImGui::Text("Tooltip here");
ImGui::SetItemTooltip("I am a tooltip over a popup");
if (ImGui::Button("Stacked Popup"))
ImGui::OpenPopup("another popup");
if (ImGui::BeginPopup("another popup"))
{
for (int i = 0; i < IM_ARRAYSIZE(names); i++)
ImGui::MenuItem(names[i], "", &toggles[i]);
if (ImGui::BeginMenu("Sub-menu"))
{
ImGui::MenuItem("Click me");
if (ImGui::Button("Stacked Popup"))
ImGui::OpenPopup("another popup");
if (ImGui::BeginPopup("another popup"))
{
ImGui::Text("I am the last one here.");
ImGui::EndPopup();
}
ImGui::EndMenu();
}
ImGui::EndPopup();
}
ImGui::EndPopup();
}
// Call the more complete ShowExampleMenuFile which we use in various places of this demo
if (ImGui::Button("With a menu.."))
ImGui::OpenPopup("my_file_popup");
if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit"))
{
ImGui::MenuItem("Dummy");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("Hello from popup!");
ImGui::Button("This is a dummy button..");
ImGui::EndPopup();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Context menus");
if (ImGui::TreeNode("Context menus"))
{
HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");
// BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
// if (id == 0)
// id = GetItemID(); // Use last item id
// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
// OpenPopup(id);
// return BeginPopup(id);
// For advanced uses you may want to replicate and customize this code.
// See more details in BeginPopupContextItem().
// Example 1
// When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),
// and BeginPopupContextItem() will use the last item ID as the popup ID.
{
const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" };
static int selected = -1;
for (int n = 0; n < 5; n++)
{
if (ImGui::Selectable(names[n], selected == n))
selected = n;
if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id
{
selected = n;
ImGui::Text("This a popup for \"%s\"!", names[n]);
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
ImGui::SetItemTooltip("Right-click to open popup");
}
}
// Example 2
// Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().
// Using an explicit identifier is also convenient if you want to activate the popups from different locations.
{
HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");
static float value = 0.5f;
ImGui::Text("Value = %.3f <-- (1) right-click this text", value);
if (ImGui::BeginPopupContextItem("my popup"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
if (ImGui::Selectable("Set to PI")) value = 3.1415f;
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
ImGui::EndPopup();
}
// We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.
// Here we make it that right-clicking this other text element opens the same popup as above.
// The popup itself will be submitted by the code above.
ImGui::Text("(2) Or right-click this text");
ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight);
// Back to square one: manually open the same popup.
if (ImGui::Button("(3) Or click this button"))
ImGui::OpenPopup("my popup");
}
// Example 3
// When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),
// we need to make sure your item identifier is stable.
// In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).
{
HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.");
static char name[32] = "Label1";
char buf[64];
sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
ImGui::Button(buf);
if (ImGui::BeginPopupContextItem())
{
ImGui::Text("Edit name:");
ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Modals");
if (ImGui::TreeNode("Modals"))
{
ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");
if (ImGui::Button("Delete.."))
ImGui::OpenPopup("Delete?");
// Always center this window when appearing
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!");
ImGui::Separator();
//static int unused_i = 0;
//ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");
static bool dont_ask_me_next_time = false;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
ImGui::PopStyleVar();
if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
ImGui::SetItemDefaultFocus();
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
ImGui::EndPopup();
}
if (ImGui::Button("Stacked modals.."))
ImGui::OpenPopup("Stacked 1");
if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Some menu item")) {}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
// Testing behavior of widgets stacking their own regular popups over the modal.
static int item = 1;
static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
ImGui::ColorEdit4("Color", color);
if (ImGui::Button("Add another modal.."))
ImGui::OpenPopup("Stacked 2");
// Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which
// will close the popup. Note that the visibility state of popups is owned by imgui, so the input value
// of the bool actually doesn't matter here.
bool unused_open = true;
if (ImGui::BeginPopupModal("Stacked 2", &unused_open))
{
ImGui::Text("Hello from Stacked The Second!");
ImGui::ColorEdit4("Color", color); // Allow opening another nested popup
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Menus inside a regular window");
if (ImGui::TreeNode("Menus inside a regular window"))
{
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
ImGui::Separator();
ImGui::MenuItem("Menu item", "CTRL+M");
if (ImGui::BeginMenu("Menu inside a regular window"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::Separator();
ImGui::TreePop();
}
}
// Dummy data structure that we use for the Table demo.
// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)
namespace
{
// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.
// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)
// If you don't use sorting, you will generally never care about giving column an ID!
enum MyItemColumnID
{
MyItemColumnID_ID,
MyItemColumnID_Name,
MyItemColumnID_Action,
MyItemColumnID_Quantity,
MyItemColumnID_Description
};
struct MyItem
{
int ID;
const char* Name;
int Quantity;
// We have a problem which is affecting _only this demo_ and should not affect your code:
// As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),
// however qsort doesn't allow passing user data to comparing function.
// As a workaround, we are storing the sort specs in a static/global for the comparing function to access.
// In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.
// We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called
// very often by the sorting algorithm it would be a little wasteful.
static const ImGuiTableSortSpecs* s_current_sort_specs;
static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count)
{
s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function.
if (items_count > 1)
qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs);
s_current_sort_specs = NULL;
}
// Compare function to be used by qsort()
static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
{
const MyItem* a = (const MyItem*)lhs;
const MyItem* b = (const MyItem*)rhs;
for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)
{
// Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()
// We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!
const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];
int delta = 0;
switch (sort_spec->ColumnUserID)
{
case MyItemColumnID_ID: delta = (a->ID - b->ID); break;
case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break;
case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break;
case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break;
default: IM_ASSERT(0); break;
}
if (delta > 0)
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
if (delta < 0)
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
}
// qsort() is instable so always return a way to differenciate items.
// Your own compare function may want to avoid fallback on implicit sort specs.
// e.g. a Name compare if it wasn't already part of the sort specs.
return (a->ID - b->ID);
}
};
const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
}
// Make the UI compact because there are so many fields
static void PushStyleCompact()
{
ImGuiStyle& style = ImGui::GetStyle();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));
}
static void PopStyleCompact()
{
ImGui::PopStyleVar(2);
}
// Show a combo box with a choice of sizing policies
static void EditTableSizingFlags(ImGuiTableFlags* p_flags)
{
struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };
static const EnumDesc policies[] =
{
{ ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },
{ ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },
{ ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },
{ ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." },
{ ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." }
};
int idx;
for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)
if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))
break;
const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";
if (ImGui::BeginCombo("Sizing Policy", preview_text))
{
for (int n = 0; n < IM_ARRAYSIZE(policies); n++)
if (ImGui::Selectable(policies[n].Name, idx == n))
*p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;
ImGui::EndCombo();
}
ImGui::SameLine();
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);
for (int m = 0; m < IM_ARRAYSIZE(policies); m++)
{
ImGui::Separator();
ImGui::Text("%s:", policies[m].Name);
ImGui::Separator();
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);
ImGui::TextUnformatted(policies[m].Tooltip);
}
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)
{
ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)");
ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);
ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);
if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))
*p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);
if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))
*p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);
ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);
ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);
ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);
ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);
ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);
ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);
ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);
ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel);
ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);
ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);
ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);
ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");
ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");
ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader);
}
static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
{
ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);
ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);
ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);
ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);
}
static void ShowDemoWindowTables()
{
//ImGui::SetNextItemOpen(true, ImGuiCond_Once);
IMGUI_DEMO_MARKER("Tables");
if (!ImGui::CollapsingHeader("Tables & Columns"))
return;
// Using those as a base value to create width/height that are factor of the size of our font
const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;
const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();
ImGui::PushID("Tables");
int open_action = -1;
if (ImGui::Button("Expand all"))
open_action = 1;
ImGui::SameLine();
if (ImGui::Button("Collapse all"))
open_action = 0;
ImGui::SameLine();
// Options
static bool disable_indent = false;
ImGui::Checkbox("Disable tree indentation", &disable_indent);
ImGui::SameLine();
HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");
ImGui::Separator();
if (disable_indent)
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);
// About Styling of tables
// Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.
// There are however a few settings that a shared and part of the ImGuiStyle structure:
// style.CellPadding // Padding within each cell
// style.Colors[ImGuiCol_TableHeaderBg] // Table header background
// style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders
// style.Colors[ImGuiCol_TableBorderLight] // Table inner borders
// style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)
// style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)
// Demos
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Basic");
if (ImGui::TreeNode("Basic"))
{
// Here we will showcase three different ways to output a table.
// They are very simple variations of a same thing!
// [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.
// In many situations, this is the most flexible and easy to use pattern.
HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");
if (ImGui::BeginTable("table1", 3))
{
for (int row = 0; row < 4; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Row %d Column %d", row, column);
}
}
ImGui::EndTable();
}
// [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
// This is generally more convenient when you have code manually submitting the contents of each column.
HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
if (ImGui::BeginTable("table2", 3))
{
for (int row = 0; row < 4; row++)
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("Row %d", row);
ImGui::TableNextColumn();
ImGui::Text("Some contents");
ImGui::TableNextColumn();
ImGui::Text("123.456");
}
ImGui::EndTable();
}
// [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
// as TableNextColumn() will automatically wrap around and create new rows as needed.
// This is generally more convenient when your cells all contains the same type of data.
HelpMarker(
"Only using TableNextColumn(), which tends to be convenient for tables where every cell contains "
"the same type of contents.\n This is also more similar to the old NextColumn() function of the "
"Columns API, and provided to facilitate the Columns->Tables API transition.");
if (ImGui::BeginTable("table3", 3))
{
for (int item = 0; item < 14; item++)
{
ImGui::TableNextColumn();
ImGui::Text("Item %d", item);
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Borders, background");
if (ImGui::TreeNode("Borders, background"))
{
// Expose a few Borders related flags interactively
enum ContentsType { CT_Text, CT_FillButton };
static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
static bool display_headers = false;
static int contents_type = CT_Text;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH");
ImGui::Indent();
ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
ImGui::Indent();
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
ImGui::Unindent();
ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
ImGui::Indent();
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
ImGui::Unindent();
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);
ImGui::Unindent();
ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");
ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
ImGui::Checkbox("Display headers", &display_headers);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
{
// Display headers so we can inspect their interaction with borders
// (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details)
if (display_headers)
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
}
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
char buf[32];
sprintf(buf, "Hello %d,%d", column, row);
if (contents_type == CT_Text)
ImGui::TextUnformatted(buf);
else if (contents_type == CT_FillButton)
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, stretch");
if (ImGui::TreeNode("Resizable, stretch"))
{
// By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"
// All columns maintain a sizing weight, and they will occupy all available width.
static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
ImGui::SameLine(); HelpMarker(
"Using the _Resizable flag automatically enables the _BordersInnerV flag as well, "
"this is why the resize borders are still showing when unchecking this.");
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
{
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Hello %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, fixed");
if (ImGui::TreeNode("Resizable, fixed"))
{
// Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)
// So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)
// If there is not enough available width to fit all columns, they will however be resized down.
// FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings
HelpMarker(
"Using _Resizable + _SizingFixedFit flags.\n"
"Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"
"Double-click a column border to auto-fit the column to its contents.");
PushStyleCompact();
static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
{
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Hello %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, mixed");
if (ImGui::TreeNode("Resizable, mixed"))
{
HelpMarker(
"Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"
"When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");
static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
if (ImGui::BeginTable("table1", 3, flags))
{
ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableHeadersRow();
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);
}
}
ImGui::EndTable();
}
if (ImGui::BeginTable("table2", 6, flags))
{
ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);
ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);
ImGui::TableHeadersRow();
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 6; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers");
if (ImGui::TreeNode("Reorderable, hideable, with headers"))
{
HelpMarker(
"Click and drag column headers to reorder columns.\n\n"
"Right-click on a header to open a context menu.");
static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
{
// Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.
// (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
for (int row = 0; row < 6; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Hello %d,%d", column, row);
}
}
ImGui::EndTable();
}
// Use outer_size.x == 0.0f instead of default to make the table as tight as possible
// (only valid when no scrolling and no stretch column)
if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
for (int row = 0; row < 6; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Fixed %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Padding");
if (ImGui::TreeNode("Padding"))
{
// First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.
// We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.
HelpMarker(
"We often want outer padding activated when any using features which makes the edges of a column visible:\n"
"e.g.:\n"
"- BorderOuterV\n"
"- any form of row selection\n"
"Because of this, activating BorderOuterV sets the default to PadOuterX. "
"Using PadOuterX or NoPadOuterX you can override the default.\n\n"
"Actual padding values are using style.CellPadding.\n\n"
"In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);
ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");
ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);
ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");
ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);
ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);
static bool show_headers = false;
ImGui::Checkbox("show_headers", &show_headers);
PopStyleCompact();
if (ImGui::BeginTable("table_padding", 3, flags1))
{
if (show_headers)
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
}
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
if (row == 0)
{
ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
}
else
{
char buf[32];
sprintf(buf, "Hello %d,%d", column, row);
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
//if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)
// ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));
}
}
ImGui::EndTable();
}
// Second example: set style.CellPadding to (0.0) or a custom value.
// FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...
HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");
static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
static ImVec2 cell_padding(0.0f, 0.0f);
static bool show_widget_frame_bg = true;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);
ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);
ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");
PopStyleCompact();
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);
if (ImGui::BeginTable("table_padding_2", 3, flags2))
{
static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells
static bool init = true;
if (!show_widget_frame_bg)
ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
for (int cell = 0; cell < 3 * 5; cell++)
{
ImGui::TableNextColumn();
if (init)
strcpy(text_bufs[cell], "edit me");
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::PushID(cell);
ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));
ImGui::PopID();
}
if (!show_widget_frame_bg)
ImGui::PopStyleColor();
init = false;
ImGui::EndTable();
}
ImGui::PopStyleVar();
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Explicit widths");
if (ImGui::TreeNode("Sizing policies"))
{
static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);
PopStyleCompact();
static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };
for (int table_n = 0; table_n < 4; table_n++)
{
ImGui::PushID(table_n);
ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);
EditTableSizingFlags(&sizing_policy_flags[table_n]);
// To make it easier to understand the different sizing policy,
// For each policy: we display one table where the columns have equal contents width,
// and one where the columns have different contents width.
if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))
{
for (int row = 0; row < 3; row++)
{
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::Text("Oh dear");
ImGui::TableNextColumn(); ImGui::Text("Oh dear");
ImGui::TableNextColumn(); ImGui::Text("Oh dear");
}
ImGui::EndTable();
}
if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))
{
for (int row = 0; row < 3; row++)
{
ImGui::TableNextRow();
ImGui::TableNextColumn(); ImGui::Text("AAAA");
ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");
ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");
}
ImGui::EndTable();
}
ImGui::PopID();
}
ImGui::Spacing();
ImGui::TextUnformatted("Advanced");
ImGui::SameLine();
HelpMarker(
"This section allows you to interact and see the effect of various sizing policies "
"depending on whether Scroll is enabled and the contents of your columns.");
enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;
static int contents_type = CT_ShowWidth;
static int column_count = 3;
PushStyleCompact();
ImGui::PushID("Advanced");
ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
EditTableSizingFlags(&flags);
ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");
if (contents_type == CT_FillButton)
{
ImGui::SameLine();
HelpMarker(
"Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop "
"where contents width can feed into auto-column width can feed into contents width.");
}
ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
ImGui::PopItemWidth();
ImGui::PopID();
PopStyleCompact();
if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))
{
for (int cell = 0; cell < 10 * column_count; cell++)
{
ImGui::TableNextColumn();
int column = ImGui::TableGetColumnIndex();
int row = ImGui::TableGetRowIndex();
ImGui::PushID(cell);
char label[32];
static char text_buf[32] = "";
sprintf(label, "Hello %d,%d", column, row);
switch (contents_type)
{
case CT_ShortText: ImGui::TextUnformatted(label); break;
case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;
case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;
case CT_Button: ImGui::Button(label); break;
case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;
case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;
}
ImGui::PopID();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");
if (ImGui::TreeNode("Vertical scrolling, with clipping"))
{
HelpMarker(
"Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n"
"We also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
PopStyleCompact();
// When using ScrollX or ScrollY we need to specify a size for our table container!
// Otherwise by default the table will fit all available space, like a BeginChild() call.
ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))
{
ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible
ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);
ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);
ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);
ImGui::TableHeadersRow();
// Demonstrate using clipper for large vertical lists
ImGuiListClipper clipper;
clipper.Begin(1000);
while (clipper.Step())
{
for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Hello %d,%d", column, row);
}
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Horizontal scrolling");
if (ImGui::TreeNode("Horizontal scrolling"))
{
HelpMarker(
"When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "
"as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"
"Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, "
"because the container window won't automatically extend vertically to fix contents "
"(this may be improved in future versions).");
static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
static int freeze_cols = 1;
static int freeze_rows = 1;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
PopStyleCompact();
// When using ScrollX or ScrollY we need to specify a size for our table container!
// Otherwise by default the table will fit all available space, like a BeginChild() call.
ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))
{
ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableSetupColumn("Four");
ImGui::TableSetupColumn("Five");
ImGui::TableSetupColumn("Six");
ImGui::TableHeadersRow();
for (int row = 0; row < 20; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 7; column++)
{
// Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.
// Because here we know that:
// - A) all our columns are contributing the same to row height
// - B) column 0 is always visible,
// We only always submit this one column and can skip others.
// More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().
if (!ImGui::TableSetColumnIndex(column) && column > 0)
continue;
if (column == 0)
ImGui::Text("Line %d", row);
else
ImGui::Text("Hello world %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::Spacing();
ImGui::TextUnformatted("Stretch + ScrollX");
ImGui::SameLine();
HelpMarker(
"Showcase using Stretch columns + ScrollX together: "
"this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"
"Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns "
"along with ScrollX doesn't make sense.");
static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
static float inner_width = 1000.0f;
PushStyleCompact();
ImGui::PushID("flags3");
ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);
ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");
ImGui::PopItemWidth();
ImGui::PopID();
PopStyleCompact();
if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))
{
for (int cell = 0; cell < 20 * 7; cell++)
{
ImGui::TableNextColumn();
ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Columns flags");
if (ImGui::TreeNode("Columns flags"))
{
// Create a first table just to show all the options/flags we want to make visible in our example!
const int column_count = 3;
const char* column_names[column_count] = { "One", "Two", "Three" };
static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };
static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()
if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))
{
PushStyleCompact();
for (int column = 0; column < column_count; column++)
{
ImGui::TableNextColumn();
ImGui::PushID(column);
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns
ImGui::Text("'%s'", column_names[column]);
ImGui::Spacing();
ImGui::Text("Input flags:");
EditTableColumnsFlags(&column_flags[column]);
ImGui::Spacing();
ImGui::Text("Output flags:");
ImGui::BeginDisabled();
ShowTableColumnsStatusFlags(column_flags_out[column]);
ImGui::EndDisabled();
ImGui::PopID();
}
PopStyleCompact();
ImGui::EndTable();
}
// Create the real table we care about for the example!
// We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above,
// otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible
// + resizing the parent window down).
const ImGuiTableFlags flags
= ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV
| ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;
ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);
if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))
{
bool has_angled_header = false;
for (int column = 0; column < column_count; column++)
{
has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0;
ImGui::TableSetupColumn(column_names[column], column_flags[column]);
}
if (has_angled_header)
ImGui::TableAngledHeadersRow();
ImGui::TableHeadersRow();
for (int column = 0; column < column_count; column++)
column_flags_out[column] = ImGui::TableGetColumnFlags(column);
float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);
for (int row = 0; row < 8; row++)
{
// Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
ImGui::Indent(indent_step);
ImGui::TableNextRow();
for (int column = 0; column < column_count; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));
}
}
ImGui::Unindent(indent_step * 8.0f);
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Columns widths");
if (ImGui::TreeNode("Columns widths"))
{
HelpMarker("Using TableSetupColumn() to setup default width.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags1))
{
// We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f
ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f
ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto
ImGui::TableHeadersRow();
for (int row = 0; row < 4; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableSetColumnIndex(column);
if (row == 0)
ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
else
ImGui::Text("Hello %d,%d", column, row);
}
}
ImGui::EndTable();
}
HelpMarker(
"Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, "
"fixed columns with set width may still be shrunk down if there's not enough space in the host.");
static ImGuiTableFlags flags2 = ImGuiTableFlags_None;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);
PopStyleCompact();
if (ImGui::BeginTable("table2", 4, flags2))
{
// We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns
// will default to ImGuiTableColumnFlags_WidthFixed.
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 4; column++)
{
ImGui::TableSetColumnIndex(column);
if (row == 0)
ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
else
ImGui::Text("Hello %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Nested tables");
if (ImGui::TreeNode("Nested tables"))
{
HelpMarker("This demonstrates embedding a table into another table cell.");
if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{
ImGui::TableSetupColumn("A0");
ImGui::TableSetupColumn("A1");
ImGui::TableHeadersRow();
ImGui::TableNextColumn();
ImGui::Text("A0 Row 0");
{
float rows_height = TEXT_BASE_HEIGHT * 2;
if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{
ImGui::TableSetupColumn("B0");
ImGui::TableSetupColumn("B1");
ImGui::TableHeadersRow();
ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
ImGui::TableNextColumn();
ImGui::Text("B0 Row 0");
ImGui::TableNextColumn();
ImGui::Text("B1 Row 0");
ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
ImGui::TableNextColumn();
ImGui::Text("B0 Row 1");
ImGui::TableNextColumn();
ImGui::Text("B1 Row 1");
ImGui::EndTable();
}
}
ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");
ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");
ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Row height");
if (ImGui::TreeNode("Row height"))
{
HelpMarker(
"You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, "
"so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n"
"We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))
{
for (int row = 0; row < 8; row++)
{
float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
ImGui::TableNextColumn();
ImGui::Text("min_row_height = %.2f", min_row_height);
}
ImGui::EndTable();
}
HelpMarker(
"Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n"
"Please note that Tables Row Height is not the same thing as Current Line Height, "
"as a table cell may contains multiple lines.");
if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
ImGui::TableNextColumn();
ImGui::Text("Line 1");
ImGui::Text("Line 2");
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));
ImGui::TableNextColumn();
ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column
ImGui::Text("Line 1, with SameLine(0,0)");
ImGui::Text("Line 2");
ImGui::EndTable();
}
HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.");
if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders))
{
ImGuiStyle& style = ImGui::GetStyle();
for (int row = 0; row < 8; row++)
{
if ((row % 3) == 2)
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f));
ImGui::TableNextRow(ImGuiTableRowFlags_None);
ImGui::TableNextColumn();
ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);
if ((row % 3) == 2)
ImGui::PopStyleVar();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Outer size");
if (ImGui::TreeNode("Outer size"))
{
// Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
// Important to that note how the two flags have slightly different behaviors!
ImGui::Text("Using NoHostExtendX and NoHostExtendY:");
PushStyleCompact();
static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
PopStyleCompact();
ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);
if (ImGui::BeginTable("table1", 3, flags, outer_size))
{
for (int row = 0; row < 10; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableNextColumn();
ImGui::Text("Cell %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::SameLine();
ImGui::Text("Hello!");
ImGui::Spacing();
ImGui::Text("Using explicit size:");
if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
{
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
ImGui::TableNextColumn();
ImGui::Text("Cell %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::SameLine();
if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
{
for (int row = 0; row < 3; row++)
{
ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);
for (int column = 0; column < 3; column++)
{
ImGui::TableNextColumn();
ImGui::Text("Cell %d,%d", column, row);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Background color");
if (ImGui::TreeNode("Background color"))
{
static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
static int row_bg_type = 1;
static int row_bg_target = 1;
static int cell_bg_type = 1;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");
ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");
IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);
IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);
IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
PopStyleCompact();
if (ImGui::BeginTable("table1", 5, flags))
{
for (int row = 0; row < 6; row++)
{
ImGui::TableNextRow();
// Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'
// We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.
if (row_bg_type != 0)
{
ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?
ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);
}
// Fill cells
for (int column = 0; column < 5; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("%c%c", 'A' + row, '0' + column);
// Change background of Cells B1->C2
// Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'
// (the CellBg color will be blended over the RowBg and ColumnBg colors)
// We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.
if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)
{
ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));
ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);
}
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Tree view");
if (ImGui::TreeNode("Tree view"))
{
static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
if (ImGui::BeginTable("3ways", 3, flags))
{
// The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);
ImGui::TableHeadersRow();
// Simple storage to output a dummy file-system.
struct MyTreeNode
{
const char* Name;
const char* Type;
int Size;
int ChildIdx;
int ChildCount;
static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)
{
ImGui::TableNextRow();
ImGui::TableNextColumn();
const bool is_folder = (node->ChildCount > 0);
if (is_folder)
{
bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags);
ImGui::TableNextColumn();
ImGui::TextDisabled("--");
ImGui::TableNextColumn();
ImGui::TextUnformatted(node->Type);
if (open)
{
for (int child_n = 0; child_n < node->ChildCount; child_n++)
DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);
ImGui::TreePop();
}
}
else
{
ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
ImGui::TableNextColumn();
ImGui::Text("%d", node->Size);
ImGui::TableNextColumn();
ImGui::TextUnformatted(node->Type);
}
}
};
static const MyTreeNode nodes[] =
{
{ "Root", "Folder", -1, 1, 3 }, // 0
{ "Music", "Folder", -1, 4, 2 }, // 1
{ "Textures", "Folder", -1, 6, 3 }, // 2
{ "desktop.ini", "System file", 1024, -1,-1 }, // 3
{ "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4
{ "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5
{ "Image001.png", "Image file", 203128, -1,-1 }, // 6
{ "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7
{ "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8
};
MyTreeNode::DisplayNode(&nodes[0], nodes);
ImGui::EndTable();
}
ImGui::TreePop();
}
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Item width");
if (ImGui::TreeNode("Item width"))
{
HelpMarker(
"Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"
"Note that on auto-resizing non-resizable fixed columns, querying the content width for "
"e.g. right-alignment doesn't make sense.");
if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))
{
ImGui::TableSetupColumn("small");
ImGui::TableSetupColumn("half");
ImGui::TableSetupColumn("right-align");
ImGui::TableHeadersRow();
for (int row = 0; row < 3; row++)
{
ImGui::TableNextRow();
if (row == 0)
{
// Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)
ImGui::TableSetColumnIndex(0);
ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small
ImGui::TableSetColumnIndex(1);
ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::TableSetColumnIndex(2);
ImGui::PushItemWidth(-FLT_MIN); // Right-aligned
}
// Draw our contents
static float dummy_f = 0.0f;
ImGui::PushID(row);
ImGui::TableSetColumnIndex(0);
ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);
ImGui::TableSetColumnIndex(1);
ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
ImGui::TableSetColumnIndex(2);
ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned
ImGui::PopID();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
// Demonstrate using TableHeader() calls instead of TableHeadersRow()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Custom headers");
if (ImGui::TreeNode("Custom headers"))
{
const int COLUMNS_COUNT = 3;
if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{
ImGui::TableSetupColumn("Apricot");
ImGui::TableSetupColumn("Banana");
ImGui::TableSetupColumn("Cherry");
// Dummy entire-column selection storage
// FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
static bool column_selected[3] = {};
// Instead of calling TableHeadersRow() we'll submit custom headers ourselves
ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
for (int column = 0; column < COLUMNS_COUNT; column++)
{
ImGui::TableSetColumnIndex(column);
const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()
ImGui::PushID(column);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::Checkbox("##checkall", &column_selected[column]);
ImGui::PopStyleVar();
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::TableHeader(column_name);
ImGui::PopID();
}
for (int row = 0; row < 5; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < 3; column++)
{
char buf[32];
sprintf(buf, "Cell %d,%d", column, row);
ImGui::TableSetColumnIndex(column);
ImGui::Selectable(buf, column_selected[column]);
}
}
ImGui::EndTable();
}
ImGui::TreePop();
}
// Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Angled headers");
if (ImGui::TreeNode("Angled headers"))
{
const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" };
const int columns_count = IM_ARRAYSIZE(column_names);
const int rows_count = 12;
static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn;
static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed;
static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage
static int frozen_cols = 1;
static int frozen_rows = 2;
ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX);
ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody);
ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2);
ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth);
if (ImGui::TreeNode("Style settings"))
{
ImGui::SameLine();
HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.");
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::TreePop();
}
if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12)))
{
ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder);
for (int n = 1; n < columns_count; n++)
ImGui::TableSetupColumn(column_names[n], column_flags);
ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows);
ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag.
ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions.
for (int row = 0; row < rows_count; row++)
{
ImGui::PushID(row);
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
ImGui::Text("Track %d", row);
for (int column = 1; column < columns_count; column++)
if (ImGui::TableSetColumnIndex(column))
{
ImGui::PushID(column);
ImGui::Checkbox("", &bools[row * columns_count + column]);
ImGui::PopID();
}
ImGui::PopID();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
// Demonstrate creating custom context menus inside columns,
// while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Context menus");
if (ImGui::TreeNode("Context menus"))
{
HelpMarker(
"By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n"
"Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);
PopStyleCompact();
// Context Menus: first example
// [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.
// [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)
const int COLUMNS_COUNT = 3;
if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
// [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.
ImGui::TableHeadersRow();
// Submit dummy contents
for (int row = 0; row < 4; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < COLUMNS_COUNT; column++)
{
ImGui::TableSetColumnIndex(column);
ImGui::Text("Cell %d,%d", column, row);
}
}
ImGui::EndTable();
}
// Context Menus: second example
// [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
// [2.2] Right-click on the ".." to open a custom popup
// [2.3] Right-click in columns to open another custom popup
HelpMarker(
"Demonstrate mixing table context menu (over header), item context button (over button) "
"and custom per-colunm context menu (over column body).");
ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
// [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
ImGui::TableHeadersRow();
for (int row = 0; row < 4; row++)
{
ImGui::TableNextRow();
for (int column = 0; column < COLUMNS_COUNT; column++)
{
// Submit dummy contents
ImGui::TableSetColumnIndex(column);
ImGui::Text("Cell %d,%d", column, row);
ImGui::SameLine();
// [2.2] Right-click on the ".." to open a custom popup
ImGui::PushID(row * COLUMNS_COUNT + column);
ImGui::SmallButton("..");
if (ImGui::BeginPopupContextItem())
{
ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
ImGui::PopID();
}
}
// [2.3] Right-click anywhere in columns to open another custom popup
// (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup
// to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)
int hovered_column = -1;
for (int column = 0; column < COLUMNS_COUNT + 1; column++)
{
ImGui::PushID(column);
if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)
hovered_column = column;
if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))
ImGui::OpenPopup("MyPopup");
if (ImGui::BeginPopup("MyPopup"))
{
if (column == COLUMNS_COUNT)
ImGui::Text("This is a custom popup for unused space after the last column.");
else
ImGui::Text("This is a custom popup for Column %d", column);
if (ImGui::Button("Close"))
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
ImGui::PopID();
}
ImGui::EndTable();
ImGui::Text("Hovered column: %d", hovered_column);
}
ImGui::TreePop();
}
// Demonstrate creating multiple tables with the same ID
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Synced instances");
if (ImGui::TreeNode("Synced instances"))
{
HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");
static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings;
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit);
ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
for (int n = 0; n < 3; n++)
{
char buf[32];
sprintf(buf, "Synced Table %d", n);
bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);
if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5)))
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions.
for (int cell = 0; cell < cell_count; cell++)
{
ImGui::TableNextColumn();
ImGui::Text("this cell %d", cell);
}
ImGui::EndTable();
}
}
ImGui::TreePop();
}
// Demonstrate using Sorting facilities
// This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.
// Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)
static const char* template_items_names[] =
{
"Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",
"Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"
};
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Sorting");
if (ImGui::TreeNode("Sorting"))
{
// Create item list
static ImVector<MyItem> items;
if (items.Size == 0)
{
items.resize(50, MyItem());
for (int n = 0; n < items.Size; n++)
{
const int template_n = n % IM_ARRAYSIZE(template_items_names);
MyItem& item = items[n];
item.ID = n;
item.Name = template_items_names[template_n];
item.Quantity = (n * n - n) % 20; // Assign default quantities
}
}
// Options
static ImGuiTableFlags flags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
| ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody
| ImGuiTableFlags_ScrollY;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
PopStyleCompact();
if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))
{
// Declare columns
// We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
// This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
// Demonstrate using a mixture of flags among available sort-related flags:
// - ImGuiTableColumnFlags_DefaultSort
// - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending
// - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending
ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID);
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);
ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible
ImGui::TableHeadersRow();
// Sort our data if sort specs have been changed!
if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs())
if (sort_specs->SpecsDirty)
{
MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
sort_specs->SpecsDirty = false;
}
// Demonstrate using clipper for large vertical lists
ImGuiListClipper clipper;
clipper.Begin(items.Size);
while (clipper.Step())
for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
{
// Display a data item
MyItem* item = &items[row_n];
ImGui::PushID(item->ID);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("%04d", item->ID);
ImGui::TableNextColumn();
ImGui::TextUnformatted(item->Name);
ImGui::TableNextColumn();
ImGui::SmallButton("None");
ImGui::TableNextColumn();
ImGui::Text("%d", item->Quantity);
ImGui::PopID();
}
ImGui::EndTable();
}
ImGui::TreePop();
}
// In this example we'll expose most table flags and settings.
// For specific flags and settings refer to the corresponding section for more detailed explanation.
// This section is mostly useful to experiment with combining certain flags or settings with each others.
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Advanced");
if (ImGui::TreeNode("Advanced"))
{
static ImGuiTableFlags flags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable
| ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
| ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody
| ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
| ImGuiTableFlags_SizingFixedFit;
static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None;
enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
static int contents_type = CT_SelectableSpanRow;
const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };
static int freeze_cols = 1;
static int freeze_rows = 1;
static int items_count = IM_ARRAYSIZE(template_items_names) * 2;
static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);
static float row_min_height = 0.0f; // Auto
static float inner_width_with_scroll = 0.0f; // Auto-extend
static bool outer_size_enabled = true;
static bool show_headers = true;
static bool show_wrapped_text = false;
//static ImGuiTextFilter filter;
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing
if (ImGui::TreeNode("Options"))
{
// Make the UI compact because there are so many fields
PushStyleCompact();
ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);
if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);
ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);
ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))
{
EditTableSizingFlags(&flags);
ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);
ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");
ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);
ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Checkbox("show_headers", &show_headers);
ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn);
ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader);
ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).");
ImGui::TreePop();
}
if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);
ImGui::DragFloat2("##OuterSize", &outer_size_value.x);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Checkbox("outer_size", &outer_size_enabled);
ImGui::SameLine();
HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"
"- The table is output directly in the parent window.\n"
"- OuterSize.x < 0.0f will right-align the table.\n"
"- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n"
"- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
// From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
// To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.
ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);
ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);
ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");
ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);
ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));
//filter.Draw("filter");
ImGui::TreePop();
}
ImGui::PopItemWidth();
PopStyleCompact();
ImGui::Spacing();
ImGui::TreePop();
}
// Update item list if we changed the number of items
static ImVector<MyItem> items;
static ImVector<int> selection;
static bool items_need_sort = false;
if (items.Size != items_count)
{
items.resize(items_count, MyItem());
for (int n = 0; n < items_count; n++)
{
const int template_n = n % IM_ARRAYSIZE(template_items_names);
MyItem& item = items[n];
item.ID = n;
item.Name = template_items_names[template_n];
item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities
}
}
const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();
const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;
ImVec2 table_scroll_cur, table_scroll_max; // For debug display
const ImDrawList* table_draw_list = NULL; // "
// Submit table
const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
{
// Declare columns
// We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
// This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description);
ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
// Sort our data if sort specs have been changed!
ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs();
if (sort_specs && sort_specs->SpecsDirty)
items_need_sort = true;
if (sort_specs && items_need_sort && items.Size > 1)
{
MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);
sort_specs->SpecsDirty = false;
}
items_need_sort = false;
// Take note of whether we are currently sorting based on the Quantity field,
// we will use this to trigger sorting when we know the data of this column has been modified.
const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;
// Show headers
if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0)
ImGui::TableAngledHeadersRow();
if (show_headers)
ImGui::TableHeadersRow();
// Show data
// FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?
ImGui::PushButtonRepeat(true);
#if 1
// Demonstrate using clipper for large vertical lists
ImGuiListClipper clipper;
clipper.Begin(items.Size);
while (clipper.Step())
{
for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
#else
// Without clipper
{
for (int row_n = 0; row_n < items.Size; row_n++)
#endif
{
MyItem* item = &items[row_n];
//if (!filter.PassFilter(item->Name))
// continue;
const bool item_is_selected = selection.contains(item->ID);
ImGui::PushID(item->ID);
ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
// For the demo purpose we can select among different type of items submitted in the first column
ImGui::TableSetColumnIndex(0);
char label[32];
sprintf(label, "%04d", item->ID);
if (contents_type == CT_Text)
ImGui::TextUnformatted(label);
else if (contents_type == CT_Button)
ImGui::Button(label);
else if (contents_type == CT_SmallButton)
ImGui::SmallButton(label);
else if (contents_type == CT_FillButton)
ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));
else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)
{
ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None;
if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))
{
if (ImGui::GetIO().KeyCtrl)
{
if (item_is_selected)
selection.find_erase_unsorted(item->ID);
else
selection.push_back(item->ID);
}
else
{
selection.clear();
selection.push_back(item->ID);
}
}
}
if (ImGui::TableSetColumnIndex(1))
ImGui::TextUnformatted(item->Name);
// Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
// and we are currently sorting on the column showing the Quantity.
// To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
// You will probably need some extra logic if you want to automatically sort when a specific entry changes.
if (ImGui::TableSetColumnIndex(2))
{
if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
ImGui::SameLine();
if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
}
if (ImGui::TableSetColumnIndex(3))
ImGui::Text("%d", item->Quantity);
ImGui::TableSetColumnIndex(4);
if (show_wrapped_text)
ImGui::TextWrapped("Lorem ipsum dolor sit amet");
else
ImGui::Text("Lorem ipsum dolor sit amet");
if (ImGui::TableSetColumnIndex(5))
ImGui::Text("1234");
ImGui::PopID();
}
}
ImGui::PopButtonRepeat();
// Store some info to display debug details below
table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());
table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());
table_draw_list = ImGui::GetWindowDrawList();
ImGui::EndTable();
}
static bool show_debug_details = false;
ImGui::Checkbox("Debug details", &show_debug_details);
if (show_debug_details && table_draw_list)
{
ImGui::SameLine(0.0f, 0.0f);
const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;
if (table_draw_list == parent_draw_list)
ImGui::Text(": DrawCmd: +%d (in same window)",
table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);
else
ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",
table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);
}
ImGui::TreePop();
}
ImGui::PopID();
ShowDemoWindowColumns();
if (disable_indent)
ImGui::PopStyleVar();
}
// Demonstrate old/legacy Columns API!
// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
static void ShowDemoWindowColumns()
{
IMGUI_DEMO_MARKER("Columns (legacy API)");
bool open = ImGui::TreeNode("Legacy Columns API");
ImGui::SameLine();
HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");
if (!open)
return;
// Basic columns
IMGUI_DEMO_MARKER("Columns (legacy API)/Basic");
if (ImGui::TreeNode("Basic"))
{
ImGui::Text("Without border:");
ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border
ImGui::Separator();
for (int n = 0; n < 14; n++)
{
char label[32];
sprintf(label, "Item %d", n);
if (ImGui::Selectable(label)) {}
//if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}
ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::Separator();
ImGui::Text("With border:");
ImGui::Columns(4, "mycolumns"); // 4-ways, with border
ImGui::Separator();
ImGui::Text("ID"); ImGui::NextColumn();
ImGui::Text("Name"); ImGui::NextColumn();
ImGui::Text("Path"); ImGui::NextColumn();
ImGui::Text("Hovered"); ImGui::NextColumn();
ImGui::Separator();
const char* names[3] = { "One", "Two", "Three" };
const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
static int selected = -1;
for (int i = 0; i < 3; i++)
{
char label[32];
sprintf(label, "%04d", i);
if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
selected = i;
bool hovered = ImGui::IsItemHovered();
ImGui::NextColumn();
ImGui::Text(names[i]); ImGui::NextColumn();
ImGui::Text(paths[i]); ImGui::NextColumn();
ImGui::Text("%d", hovered); ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::Separator();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Borders");
if (ImGui::TreeNode("Borders"))
{
// NB: Future columns API should allow automatic horizontal borders.
static bool h_borders = true;
static bool v_borders = true;
static int columns_count = 4;
const int lines_count = 3;
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");
if (columns_count < 2)
columns_count = 2;
ImGui::SameLine();
ImGui::Checkbox("horizontal", &h_borders);
ImGui::SameLine();
ImGui::Checkbox("vertical", &v_borders);
ImGui::Columns(columns_count, NULL, v_borders);
for (int i = 0; i < columns_count * lines_count; i++)
{
if (h_borders && ImGui::GetColumnIndex() == 0)
ImGui::Separator();
ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
ImGui::Text("Long text that is likely to clip");
ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
ImGui::NextColumn();
}
ImGui::Columns(1);
if (h_borders)
ImGui::Separator();
ImGui::TreePop();
}
// Create multiple items in a same cell before switching to next column
IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items");
if (ImGui::TreeNode("Mixed items"))
{
ImGui::Columns(3, "mixed");
ImGui::Separator();
ImGui::Text("Hello");
ImGui::Button("Banana");
ImGui::NextColumn();
ImGui::Text("ImGui");
ImGui::Button("Apple");
static float foo = 1.0f;
ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f");
ImGui::Text("An extra line here.");
ImGui::NextColumn();
ImGui::Text("Sailor");
ImGui::Button("Corniflower");
static float bar = 1.0f;
ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f");
ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
ImGui::TreePop();
}
// Word wrapping
IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping");
if (ImGui::TreeNode("Word-wrapping"))
{
ImGui::Columns(2, "word-wrapping");
ImGui::Separator();
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
ImGui::TextWrapped("Hello Left");
ImGui::NextColumn();
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
ImGui::TextWrapped("Hello Right");
ImGui::Columns(1);
ImGui::Separator();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling");
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);
ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar);
ImGui::Columns(10);
// Also demonstrate using clipper for large vertical lists
int ITEMS_COUNT = 2000;
ImGuiListClipper clipper;
clipper.Begin(ITEMS_COUNT);
while (clipper.Step())
{
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
for (int j = 0; j < 10; j++)
{
ImGui::Text("Line %d Column %d...", i, j);
ImGui::NextColumn();
}
}
ImGui::Columns(1);
ImGui::EndChild();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Tree");
if (ImGui::TreeNode("Tree"))
{
ImGui::Columns(2, "tree", true);
for (int x = 0; x < 3; x++)
{
bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x);
ImGui::NextColumn();
ImGui::Text("Node contents");
ImGui::NextColumn();
if (open1)
{
for (int y = 0; y < 3; y++)
{
bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);
ImGui::NextColumn();
ImGui::Text("Node contents");
if (open2)
{
ImGui::Text("Even more contents");
if (ImGui::TreeNode("Tree in column"))
{
ImGui::Text("The quick brown fox jumps over the lazy dog");
ImGui::TreePop();
}
}
ImGui::NextColumn();
if (open2)
ImGui::TreePop();
}
ImGui::TreePop();
}
}
ImGui::Columns(1);
ImGui::TreePop();
}
ImGui::TreePop();
}
static void ShowDemoWindowInputs()
{
IMGUI_DEMO_MARKER("Inputs & Focus");
if (ImGui::CollapsingHeader("Inputs & Focus"))
{
ImGuiIO& io = ImGui::GetIO();
// Display inputs submitted to ImGuiIO
IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
bool inputs_opened = ImGui::TreeNode("Inputs");
ImGui::SameLine();
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (inputs_opened)
{
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
ImGui::Text("Mouse down:");
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
// We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows
// displaying the data for old/new backends.
// User code should never have to go through such hoops!
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
ImGuiKey start_key = (ImGuiKey)0;
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
ImGui::TreePop();
}
// Display ImGuiIO output flags
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
bool outputs_opened = ImGui::TreeNode("Outputs");
ImGui::SameLine();
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
if (outputs_opened)
{
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override");
if (ImGui::TreeNode("WantCapture override"))
{
HelpMarker(
"Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering "
"and true when clicking.");
static int capture_override_mouse = -1;
static int capture_override_keyboard = -1;
const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item
if (ImGui::IsItemHovered() && capture_override_mouse != -1)
ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);
if (ImGui::IsItemHovered() && capture_override_keyboard != -1)
ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);
ImGui::TreePop();
}
ImGui::TreePop();
}
// Demonstrate using Shortcut() and Routing Policies.
// The general flow is:
// - Code interested in a chord (e.g. "Ctrl+A") declares their intent.
// - Multiple locations may be interested in same chord! Routing helps find a winner.
// - Every frame, we resolve all claims and assign one owner if the modifiers are matching.
// - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route.
// - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags.
// - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused.
// TL;DR: Most uses will simply be:
// - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy.
IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
if (ImGui::TreeNode("Shortcuts"))
{
static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat;
static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal);
ImGui::Indent();
ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::EndDisabled();
ImGui::Unindent();
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways);
ImGuiInputFlags flags = route_type | route_options; // Merged flags
if (route_type != ImGuiInputFlags_RouteGlobal)
flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::SeparatorText("Using SetNextItemShortcut()");
ImGui::Text("Ctrl+S");
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip);
ImGui::Button("Save");
ImGui::Text("Alt+F");
ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip);
static float f = 0.5f;
ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f);
ImGui::SeparatorText("Using Shortcut()");
const float line_height = ImGui::GetTextLineHeightWithSpacing();
const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
ImGui::Text("Ctrl+A");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
ImGui::Text("Press CTRL+A and see who receives it!");
ImGui::Separator();
// 1: Window polling for CTRL+A
ImGui::Text("(in WindowA)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//char str[16] = "Press CTRL+A";
//ImGui::Spacing();
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGuiID item_id = ImGui::GetItemID();
//ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused");
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "...");
// 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA
ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildD: not using same Shortcut)");
ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
ImGui::EndChild();
// 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildE: using same Shortcut)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
ImGui::EndChild();
// 5: In a popup
if (ImGui::Button("Open Popup"))
ImGui::OpenPopup("PopupF");
if (ImGui::BeginPopup("PopupF"))
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
ImGui::EndPopup();
}
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::TreePop();
}
// Display mouse cursors
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::BeginDisabled(true);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::EndDisabled();
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); HelpMarker(
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
"otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
if (ImGui::TreeNode("Tabbing"))
{
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
static char buf[32] = "hello";
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
ImGui::PushTabStop(false);
ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
ImGui::PopTabStop();
ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code");
if (ImGui::TreeNode("Focus from code"))
{
bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
bool focus_3 = ImGui::Button("Focus on 3");
int has_focus = 0;
static char buf[128] = "click on a button to set focus";
if (focus_1) ImGui::SetKeyboardFocusHere();
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 1;
if (focus_2) ImGui::SetKeyboardFocusHere();
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 2;
ImGui::PushTabStop(false);
if (focus_3) ImGui::SetKeyboardFocusHere();
ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 3;
ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
ImGui::PopTabStop();
if (has_focus)
ImGui::Text("Item with focus: %d", has_focus);
else
ImGui::Text("Item with focus: <none>");
// Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
static float f3[3] = { 0.0f, 0.0f, 0.0f };
int focus_ahead = -1;
if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();
if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();
if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }
if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Dragging");
if (ImGui::TreeNode("Dragging"))
{
ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
for (int button = 0; button < 3; button++)
{
ImGui::Text("IsMouseDragging(%d):", button);
ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button));
ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f));
ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f));
}
ImGui::Button("Drag Me");
if (ImGui::IsItemActive())
ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor
// Drag operations gets "unlocked" when the mouse has moved past a certain threshold
// (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher
// threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
ImVec2 mouse_delta = io.MouseDelta;
ImGui::Text("GetMouseDragDelta(0):");
ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);
ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);
ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
ImGui::TreePop();
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] About Window / ShowAboutWindow()
// Access from Dear ImGui Demo -> Tools -> About
//-----------------------------------------------------------------------------
void ImGui::ShowAboutWindow(bool* p_open)
{
if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Tools/About Dear ImGui");
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Separator();
ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
ImGui::Text("If your company uses this, please consider funding the project.");
static bool show_config_info = false;
ImGui::Checkbox("Config/Build Information", &show_config_info);
if (show_config_info)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle& style = ImGui::GetStyle();
bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);
ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle);
if (copy_to_clipboard)
{
ImGui::LogToClipboard();
ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
}
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Separator();
ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
#endif
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");
#endif
#ifdef _WIN32
ImGui::Text("define: _WIN32");
#endif
#ifdef _WIN64
ImGui::Text("define: _WIN64");
#endif
#ifdef __linux__
ImGui::Text("define: __linux__");
#endif
#ifdef __APPLE__
ImGui::Text("define: __APPLE__");
#endif
#ifdef _MSC_VER
ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
#endif
#ifdef _MSVC_LANG
ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);
#endif
#ifdef __MINGW32__
ImGui::Text("define: __MINGW32__");
#endif
#ifdef __MINGW64__
ImGui::Text("define: __MINGW64__");
#endif
#ifdef __GNUC__
ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);
#endif
#ifdef __clang_version__
ImGui::Text("define: __clang_version__=%s", __clang_version__);
#endif
#ifdef __EMSCRIPTEN__
ImGui::Text("define: __EMSCRIPTEN__");
#endif
#ifdef IMGUI_HAS_VIEWPORT
ImGui::Text("define: IMGUI_HAS_VIEWPORT");
#endif
#ifdef IMGUI_HAS_DOCK
ImGui::Text("define: IMGUI_HAS_DOCK");
#endif
ImGui::Separator();
ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad");
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos");
if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse");
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange");
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable");
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable");
if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports");
if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts");
if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor");
if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge");
if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon");
if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration");
if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent");
if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit");
if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift");
if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar");
if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload");
if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);
ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
ImGui::Separator();
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
ImGui::Separator();
ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);
ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);
ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);
ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);
ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
if (copy_to_clipboard)
{
ImGui::LogText("\n```\n");
ImGui::LogFinish();
}
ImGui::EndChild();
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
// - ShowFontSelector()
// - ShowStyleSelector()
// - ShowStyleEditor()
//-----------------------------------------------------------------------------
// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
ImFont* font_current = ImGui::GetFont();
if (ImGui::BeginCombo(label, font_current->GetDebugName()))
{
for (ImFont* font : io.Fonts->Fonts)
{
ImGui::PushID((void*)font);
if (ImGui::Selectable(font->GetDebugName(), font == font_current))
io.FontDefault = font;
ImGui::PopID();
}
ImGui::EndCombo();
}
ImGui::SameLine();
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and docs/FONTS.md for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
// Here we use the simplified Combo() api that packs items into a single literal string.
// Useful for quick combo boxes where the choices are known locally.
bool ImGui::ShowStyleSelector(const char* label)
{
static int style_idx = -1;
if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
{
switch (style_idx)
{
case 0: ImGui::StyleColorsDark(); break;
case 1: ImGui::StyleColorsLight(); break;
case 2: ImGui::StyleColorsClassic(); break;
}
return true;
}
return false;
}
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
IMGUI_DEMO_MARKER("Tools/Style Editor");
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
// (without a reference style pointer, we will use one compared locally as a reference)
ImGuiStyle& style = ImGui::GetStyle();
static ImGuiStyle ref_saved_style;
// Default to using internal storage as reference
static bool init = true;
if (init && ref == NULL)
ref_saved_style = style;
init = false;
if (ref == NULL)
ref = &ref_saved_style;
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
if (ImGui::ShowStyleSelector("Colors##Selector"))
ref_saved_style = style;
ImGui::ShowFontSelector("Fonts##Selector");
// Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
{ bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
ImGui::SameLine();
{ bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } }
ImGui::SameLine();
{ bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } }
// Save/Revert button
if (ImGui::Button("Save Ref"))
*ref = ref_saved_style = style;
ImGui::SameLine();
if (ImGui::Button("Revert Ref"))
style = *ref;
ImGui::SameLine();
HelpMarker(
"Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
"Use \"Export\" below to save them somewhere.");
ImGui::Separator();
if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
{
if (ImGui::BeginTabItem("Sizes"))
{
ImGui::SeparatorText("Main");
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
ImGui::SeparatorText("Borders");
ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
ImGui::SeparatorText("Rounding");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Tables");
ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::SeparatorText("Widgets");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
int window_menu_button_position = style.WindowMenuButtonPosition + 1;
if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1);
ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Docking");
ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Tooltips");
for (int n = 0; n < 2; n++)
if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
{
ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav;
ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
ImGui::TreePop();
}
ImGui::SeparatorText("Misc");
ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Colors"))
{
static int output_dest = 0;
static bool output_only_modified = true;
if (ImGui::Button("Export"))
{
if (output_dest == 0)
ImGui::LogToClipboard();
else
ImGui::LogToTTY();
ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
const ImVec4& col = style.Colors[i];
const char* name = ImGui::GetStyleColorName(i);
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
ImGui::LogFinish();
}
ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
static ImGuiTextFilter filter;
filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
static ImGuiColorEditFlags alpha_flags = 0;
if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
HelpMarker(
"In the color list:\n"
"Left-click on color square to open color picker,\n"
"Right-click to open edit options menu.");
ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
const char* name = ImGui::GetStyleColorName(i);
if (!filter.PassFilter(name))
continue;
ImGui::PushID(i);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (ImGui::Button("?"))
ImGui::DebugFlashStyleColor((ImGuiCol)i);
ImGui::SetItemTooltip("Flash given color to identify places where it is used.");
ImGui::SameLine();
#endif
ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
{
// Tips: in a real user application, you may want to merge and use an icon font into the main font,
// so instead of "Save"/"Revert" you'd use icons!
// Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
}
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
ImGui::TextUnformatted(name);
ImGui::PopID();
}
ImGui::PopItemWidth();
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Fonts"))
{
ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
ImGui::ShowFontAtlas(atlas);
// Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
const float MIN_SCALE = 0.3f;
const float MAX_SCALE = 2.0f;
HelpMarker(
"Those are old settings provided for convenience.\n"
"However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
"Using those settings here will give you poor quality results.");
static float window_scale = 1.0f;
ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
ImGui::SetWindowFontScale(window_scale);
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
ImGui::PopItemWidth();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Rendering"))
{
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
ImGui::SameLine();
HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
ImGui::SameLine();
HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
// When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
const bool show_samples = ImGui::IsItemActive();
if (show_samples)
ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
if (show_samples && ImGui::BeginTooltip())
{
ImGui::TextUnformatted("(R = radius, N = number of segments)");
ImGui::Spacing();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;
for (int n = 0; n < 8; n++)
{
const float RAD_MIN = 5.0f;
const float RAD_MAX = 70.0f;
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
ImGui::BeginGroup();
ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
const float offset_x = floorf(canvas_width * 0.5f);
const float offset_y = floorf(RAD_MAX);
const ImVec2 p1 = ImGui::GetCursorScreenPos();
draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
/*
const ImVec2 p2 = ImGui::GetCursorScreenPos();
draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
*/
ImGui::EndGroup();
ImGui::SameLine();
}
ImGui::EndTooltip();
}
ImGui::SameLine();
HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
ImGui::PopItemWidth();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::PopItemWidth();
}
//-----------------------------------------------------------------------------
// [SECTION] User Guide / ShowUserGuide()
//-----------------------------------------------------------------------------
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Tab to select a window.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//-----------------------------------------------------------------------------
// - ShowExampleAppMainMenuBar()
// - ShowExampleMenuFile()
//-----------------------------------------------------------------------------
// Demonstrate creating a "main" fullscreen menu bar and populating it.
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)
// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.
static void ShowExampleAppMainMenuBar()
{
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit"))
{
if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
ImGui::Separator();
if (ImGui::MenuItem("Cut", "CTRL+X")) {}
if (ImGui::MenuItem("Copy", "CTRL+C")) {}
if (ImGui::MenuItem("Paste", "CTRL+V")) {}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
// Note that shortcuts are currently provided for display only
// (future version will add explicit flags to BeginMenu() to request processing shortcuts)
static void ShowExampleMenuFile()
{
IMGUI_DEMO_MARKER("Examples/Menu");
ImGui::MenuItem("(demo menu)", NULL, false, false);
if (ImGui::MenuItem("New")) {}
if (ImGui::MenuItem("Open", "Ctrl+O")) {}
if (ImGui::BeginMenu("Open Recent"))
{
ImGui::MenuItem("fish_hat.c");
ImGui::MenuItem("fish_hat.inl");
ImGui::MenuItem("fish_hat.h");
if (ImGui::BeginMenu("More.."))
{
ImGui::MenuItem("Hello");
ImGui::MenuItem("Sailor");
if (ImGui::BeginMenu("Recurse.."))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::EndMenu();
}
ImGui::EndMenu();
}
if (ImGui::MenuItem("Save", "Ctrl+S")) {}
if (ImGui::MenuItem("Save As..")) {}
ImGui::Separator();
IMGUI_DEMO_MARKER("Examples/Menu/Options");
if (ImGui::BeginMenu("Options"))
{
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border);
for (int i = 0; i < 10; i++)
ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
static float f = 0.5f;
static int n = 0;
ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
ImGui::InputFloat("Input", &f, 0.1f);
ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
ImGui::EndMenu();
}
IMGUI_DEMO_MARKER("Examples/Menu/Colors");
if (ImGui::BeginMenu("Colors"))
{
float sz = ImGui::GetTextLineHeight();
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
const char* name = ImGui::GetStyleColorName((ImGuiCol)i);
ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));
ImGui::Dummy(ImVec2(sz, sz));
ImGui::SameLine();
ImGui::MenuItem(name);
}
ImGui::EndMenu();
}
// Here we demonstrate appending again to the "Options" menu (which we already created above)
// Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.
// In a real code-base using it would make senses to use this feature from very different code locations.
if (ImGui::BeginMenu("Options")) // <-- Append!
{
IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu");
static bool b = true;
ImGui::Checkbox("SomeOption", &b);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Disabled", false)) // Disabled
{
IM_ASSERT(0);
}
if (ImGui::MenuItem("Checked", NULL, true)) {}
ImGui::Separator();
if (ImGui::MenuItem("Quit", "Alt+F4")) {}
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
//-----------------------------------------------------------------------------
// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.
// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.
struct ExampleAppConsole
{
char InputBuf[256];
ImVector<char*> Items;
ImVector<const char*> Commands;
ImVector<char*> History;
int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
ImGuiTextFilter Filter;
bool AutoScroll;
bool ScrollToBottom;
ExampleAppConsole()
{
IMGUI_DEMO_MARKER("Examples/Console");
ClearLog();
memset(InputBuf, 0, sizeof(InputBuf));
HistoryPos = -1;
// "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.
Commands.push_back("HELP");
Commands.push_back("HISTORY");
Commands.push_back("CLEAR");
Commands.push_back("CLASSIFY");
AutoScroll = true;
ScrollToBottom = false;
AddLog("Welcome to Dear ImGui!");
}
~ExampleAppConsole()
{
ClearLog();
for (int i = 0; i < History.Size; i++)
ImGui::MemFree(History[i]);
}
// Portable helpers
static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }
static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }
static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
void ClearLog()
{
for (int i = 0; i < Items.Size; i++)
ImGui::MemFree(Items[i]);
Items.clear();
}
void AddLog(const char* fmt, ...) IM_FMTARGS(2)
{
// FIXME-OPT
char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
buf[IM_ARRAYSIZE(buf)-1] = 0;
va_end(args);
Items.push_back(Strdup(buf));
}
void Draw(const char* title, bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open))
{
ImGui::End();
return;
}
// As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.
// So e.g. IsItemHovered() will return true when hovering the title bar.
// Here we create a context menu only available from the title bar.
if (ImGui::BeginPopupContextItem())
{
if (ImGui::MenuItem("Close Console"))
*p_open = false;
ImGui::EndPopup();
}
ImGui::TextWrapped(
"This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "
"implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
ImGui::TextWrapped("Enter 'HELP' for help.");
// TODO: display items starting from the bottom
if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }
ImGui::SameLine();
if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }
ImGui::SameLine();
if (ImGui::SmallButton("Clear")) { ClearLog(); }
ImGui::SameLine();
bool copy_to_clipboard = ImGui::SmallButton("Copy");
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
ImGui::Separator();
// Options menu
if (ImGui::BeginPopup("Options"))
{
ImGui::Checkbox("Auto-scroll", &AutoScroll);
ImGui::EndPopup();
}
// Options, Filter
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Options"))
ImGui::OpenPopup("Options");
ImGui::SameLine();
Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
ImGui::Separator();
// Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NavFlattened))
{
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::Selectable("Clear")) ClearLog();
ImGui::EndPopup();
}
// Display every line as a separate entry so we can change their color or add custom widgets.
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
// to only process visible items. The clipper will automatically measure the height of your first item and then
// "seek" to display only items in the visible area.
// To use the clipper we can replace your standard loop:
// for (int i = 0; i < Items.Size; i++)
// With:
// ImGuiListClipper clipper;
// clipper.Begin(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// - That your items are evenly spaced (same height)
// - That you have cheap random access to your elements (you can access them given their index,
// without processing all the ones before)
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
// We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
// to improve this example code!
// If your items are of variable height:
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (const char* item : Items)
{
if (!Filter.PassFilter(item))
continue;
// Normally you would store more information in your item than just a string.
// (e.g. make Items[] an array of structure, store color/type etc.)
ImVec4 color;
bool has_color = false;
if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
if (has_color)
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextUnformatted(item);
if (has_color)
ImGui::PopStyleColor();
}
if (copy_to_clipboard)
ImGui::LogFinish();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
ImGui::SetScrollHereY(1.0f);
ScrollToBottom = false;
ImGui::PopStyleVar();
}
ImGui::EndChild();
ImGui::Separator();
// Command-line
bool reclaim_focus = false;
ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
{
char* s = InputBuf;
Strtrim(s);
if (s[0])
ExecCommand(s);
strcpy(s, "");
reclaim_focus = true;
}
// Auto-focus on window apparition
ImGui::SetItemDefaultFocus();
if (reclaim_focus)
ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
ImGui::End();
}
void ExecCommand(const char* command_line)
{
AddLog("# %s\n", command_line);
// Insert into history. First find match and delete it so it can be pushed to the back.
// This isn't trying to be smart or optimal.
HistoryPos = -1;
for (int i = History.Size - 1; i >= 0; i--)
if (Stricmp(History[i], command_line) == 0)
{
ImGui::MemFree(History[i]);
History.erase(History.begin() + i);
break;
}
History.push_back(Strdup(command_line));
// Process command
if (Stricmp(command_line, "CLEAR") == 0)
{
ClearLog();
}
else if (Stricmp(command_line, "HELP") == 0)
{
AddLog("Commands:");
for (int i = 0; i < Commands.Size; i++)
AddLog("- %s", Commands[i]);
}
else if (Stricmp(command_line, "HISTORY") == 0)
{
int first = History.Size - 10;
for (int i = first > 0 ? first : 0; i < History.Size; i++)
AddLog("%3d: %s\n", i, History[i]);
}
else
{
AddLog("Unknown command: '%s'\n", command_line);
}
// On command input, we scroll to bottom even if AutoScroll==false
ScrollToBottom = true;
}
// In C++11 you'd be better off using lambdas for this sort of forwarding callbacks
static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)
{
ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
return console->TextEditCallback(data);
}
int TextEditCallback(ImGuiInputTextCallbackData* data)
{
//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
switch (data->EventFlag)
{
case ImGuiInputTextFlags_CallbackCompletion:
{
// Example of TEXT COMPLETION
// Locate beginning of current word
const char* word_end = data->Buf + data->CursorPos;
const char* word_start = word_end;
while (word_start > data->Buf)
{
const char c = word_start[-1];
if (c == ' ' || c == '\t' || c == ',' || c == ';')
break;
word_start--;
}
// Build a list of candidates
ImVector<const char*> candidates;
for (int i = 0; i < Commands.Size; i++)
if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)
candidates.push_back(Commands[i]);
if (candidates.Size == 0)
{
// No match
AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);
}
else if (candidates.Size == 1)
{
// Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.
data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
data->InsertChars(data->CursorPos, candidates[0]);
data->InsertChars(data->CursorPos, " ");
}
else
{
// Multiple matches. Complete as much as we can..
// So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
int match_len = (int)(word_end - word_start);
for (;;)
{
int c = 0;
bool all_candidates_matches = true;
for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
if (i == 0)
c = toupper(candidates[i][match_len]);
else if (c == 0 || c != toupper(candidates[i][match_len]))
all_candidates_matches = false;
if (!all_candidates_matches)
break;
match_len++;
}
if (match_len > 0)
{
data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
}
// List matches
AddLog("Possible matches:\n");
for (int i = 0; i < candidates.Size; i++)
AddLog("- %s\n", candidates[i]);
}
break;
}
case ImGuiInputTextFlags_CallbackHistory:
{
// Example of HISTORY
const int prev_history_pos = HistoryPos;
if (data->EventKey == ImGuiKey_UpArrow)
{
if (HistoryPos == -1)
HistoryPos = History.Size - 1;
else if (HistoryPos > 0)
HistoryPos--;
}
else if (data->EventKey == ImGuiKey_DownArrow)
{
if (HistoryPos != -1)
if (++HistoryPos >= History.Size)
HistoryPos = -1;
}
// A better implementation would preserve the data on the current input line along with cursor position.
if (prev_history_pos != HistoryPos)
{
const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, history_str);
}
}
}
return 0;
}
};
static void ShowExampleAppConsole(bool* p_open)
{
static ExampleAppConsole console;
console.Draw("Example: Console", p_open);
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
//-----------------------------------------------------------------------------
// Usage:
// static ExampleAppLog my_log;
// my_log.AddLog("Hello %d world\n", 123);
// my_log.Draw("title");
struct ExampleAppLog
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.
bool AutoScroll; // Keep scrolling if already at the bottom.
ExampleAppLog()
{
AutoScroll = true;
Clear();
}
void Clear()
{
Buf.clear();
LineOffsets.clear();
LineOffsets.push_back(0);
}
void AddLog(const char* fmt, ...) IM_FMTARGS(2)
{
int old_size = Buf.size();
va_list args;
va_start(args, fmt);
Buf.appendfv(fmt, args);
va_end(args);
for (int new_size = Buf.size(); old_size < new_size; old_size++)
if (Buf[old_size] == '\n')
LineOffsets.push_back(old_size + 1);
}
void Draw(const char* title, bool* p_open = NULL)
{
if (!ImGui::Begin(title, p_open))
{
ImGui::End();
return;
}
// Options menu
if (ImGui::BeginPopup("Options"))
{
ImGui::Checkbox("Auto-scroll", &AutoScroll);
ImGui::EndPopup();
}
// Main window
if (ImGui::Button("Options"))
ImGui::OpenPopup("Options");
ImGui::SameLine();
bool clear = ImGui::Button("Clear");
ImGui::SameLine();
bool copy = ImGui::Button("Copy");
ImGui::SameLine();
Filter.Draw("Filter", -100.0f);
ImGui::Separator();
if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar))
{
if (clear)
Clear();
if (copy)
ImGui::LogToClipboard();
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
const char* buf = Buf.begin();
const char* buf_end = Buf.end();
if (Filter.IsActive())
{
// In this example we don't use the clipper when Filter is enabled.
// This is because we don't have random access to the result of our filter.
// A real application processing logs with ten of thousands of entries may want to store the result of
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
if (Filter.PassFilter(line_start, line_end))
ImGui::TextUnformatted(line_start, line_end);
}
}
else
{
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
// within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
// on your side is recommended. Using ImGuiListClipper requires
// - A) random access into your data
// - B) items all being the same height,
// both of which we can handle since we have an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
// it possible (and would be recommended if you want to search through tens of thousands of entries).
ImGuiListClipper clipper;
clipper.Begin(LineOffsets.Size);
while (clipper.Step())
{
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
ImGui::TextUnformatted(line_start, line_end);
}
}
clipper.End();
}
ImGui::PopStyleVar();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f);
}
ImGui::EndChild();
ImGui::End();
}
};
// Demonstrate creating a simple log window with basic filtering.
static void ShowExampleAppLog(bool* p_open)
{
static ExampleAppLog log;
// For the demo: add a debug button _BEFORE_ the normal log window contents
// We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.
// Most of the contents of the window will be added by the log.Draw() call.
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ImGui::Begin("Example: Log", p_open);
IMGUI_DEMO_MARKER("Examples/Log");
if (ImGui::SmallButton("[Debug] Add 5 entries"))
{
static int counter = 0;
const char* categories[3] = { "info", "warn", "error" };
const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
for (int n = 0; n < 5; n++)
{
const char* category = categories[counter % IM_ARRAYSIZE(categories)];
const char* word = words[counter % IM_ARRAYSIZE(words)];
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
ImGui::GetFrameCount(), category, ImGui::GetTime(), word);
counter++;
}
}
ImGui::End();
// Actually call in the regular Log helper (which will Begin() into the same window as we just did)
log.Draw("Example: Log", p_open);
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
//-----------------------------------------------------------------------------
// Demonstrate create a window with multiple child windows.
static void ShowExampleAppLayout(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))
{
IMGUI_DEMO_MARKER("Examples/Simple layout");
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; }
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Left
static int selected = 0;
{
ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX);
for (int i = 0; i < 100; i++)
{
// FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav
char label[128];
sprintf(label, "MyObject %d", i);
if (ImGui::Selectable(label, selected == i))
selected = i;
}
ImGui::EndChild();
}
ImGui::SameLine();
// Right
{
ImGui::BeginGroup();
ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
ImGui::Text("MyObject: %d", selected);
ImGui::Separator();
if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
{
if (ImGui::BeginTabItem("Description"))
{
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Details"))
{
ImGui::Text("ID: 0123456789");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::EndChild();
if (ImGui::Button("Revert")) {}
ImGui::SameLine();
if (ImGui::Button("Save")) {}
ImGui::EndGroup();
}
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
//-----------------------------------------------------------------------------
static void ShowPlaceholderObject(const char* prefix, int uid)
{
// Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
ImGui::PushID(uid);
// Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
ImGui::TableSetColumnIndex(1);
ImGui::Text("my sailor is rich");
if (node_open)
{
static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };
for (int i = 0; i < 8; i++)
{
ImGui::PushID(i); // Use field index as identifier.
if (i < 2)
{
ShowPlaceholderObject("Child", 424242);
}
else
{
// Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::AlignTextToFramePadding();
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;
ImGui::TreeNodeEx("Field", flags, "Field_%d", i);
ImGui::TableSetColumnIndex(1);
ImGui::SetNextItemWidth(-FLT_MIN);
if (i >= 5)
ImGui::InputFloat("##value", &placeholder_members[i], 1.0f);
else
ImGui::DragFloat("##value", &placeholder_members[i], 0.01f);
ImGui::NextColumn();
}
ImGui::PopID();
}
ImGui::TreePop();
}
ImGui::PopID();
}
// Demonstrate create a simple property editor.
// This demo is a bit lackluster nowadays, would be nice to improve.
static void ShowExampleAppPropertyEditor(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Example: Property editor", p_open))
{
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Property Editor");
HelpMarker(
"This example shows how you may implement a property editor using two columns.\n"
"All objects/fields data are dummies here.\n");
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
{
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Object");
ImGui::TableSetupColumn("Contents");
ImGui::TableHeadersRow();
// Iterate placeholder objects (all the same data)
for (int obj_i = 0; obj_i < 4; obj_i++)
ShowPlaceholderObject("Object", obj_i);
ImGui::EndTable();
}
ImGui::PopStyleVar();
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
//-----------------------------------------------------------------------------
// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
static void ShowExampleAppLongText(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Example: Long text display", p_open))
{
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Long text display");
static int test_type = 0;
static ImGuiTextBuffer log;
static int lines = 0;
ImGui::Text("Printing unusually long amount of text.");
ImGui::Combo("Test type", &test_type,
"Single call to TextUnformatted()\0"
"Multiple calls to Text(), clipped\0"
"Multiple calls to Text(), not clipped (slow)\0");
ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
ImGui::SameLine();
if (ImGui::Button("Add 1000 lines"))
{
for (int i = 0; i < 1000; i++)
log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i);
lines += 1000;
}
ImGui::BeginChild("Log");
switch (test_type)
{
case 0:
// Single call to TextUnformatted() with a big buffer
ImGui::TextUnformatted(log.begin(), log.end());
break;
case 1:
{
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
ImGuiListClipper clipper;
clipper.Begin(lines);
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
ImGui::PopStyleVar();
break;
}
case 2:
// Multiple calls to Text(), not clipped (slow)
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
for (int i = 0; i < lines; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
ImGui::PopStyleVar();
break;
}
ImGui::EndChild();
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
//-----------------------------------------------------------------------------
// Demonstrate creating a window which gets auto-resized according to its content.
static void ShowExampleAppAutoResize(bool* p_open)
{
if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Auto-resizing window");
static int lines = 10;
ImGui::TextUnformatted(
"Window will resize every-frame to the size of its content.\n"
"Note that you probably don't want to query the window size to\n"
"output your content because that would create a feedback loop.");
ImGui::SliderInt("Number of lines", &lines, 1, 20);
for (int i = 0; i < lines; i++)
ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
//-----------------------------------------------------------------------------
// Demonstrate creating a window with custom resize constraints.
// Note that size constraints currently don't work on a docked window (when in 'docking' branch)
static void ShowExampleAppConstrainedResize(bool* p_open)
{
struct CustomConstraints
{
// Helper functions to demonstrate programmatic constraints
// FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier.
// FIXME: None of the three demos works consistently when resizing from borders.
static void AspectRatio(ImGuiSizeCallbackData* data)
{
float aspect_ratio = *(float*)data->UserData;
data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio);
}
static void Square(ImGuiSizeCallbackData* data)
{
data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y);
}
static void Step(ImGuiSizeCallbackData* data)
{
float step = *(float*)data->UserData;
data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step);
}
};
const char* test_desc[] =
{
"Between 100x100 and 500x500",
"At least 100x100",
"Resize vertical + lock current width",
"Resize horizontal + lock current height",
"Width Between 400 and 500",
"Height at least 400",
"Custom: Aspect Ratio 16:9",
"Custom: Always Square",
"Custom: Fixed Steps (100)",
};
// Options
static bool auto_resize = false;
static bool window_padding = true;
static int type = 6; // Aspect Ratio
static int display_lines = 10;
// Submit constraint
float aspect_ratio = 16.0f / 9.0f;
float fixed_step = 100.0f;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio
if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step
// Submit window
if (!window_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags);
if (!window_padding)
ImGui::PopStyleVar();
if (window_open)
{
IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
if (ImGui::GetIO().KeyShift)
{
// Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.
ImVec2 avail_size = ImGui::GetContentRegionAvail();
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);
ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10));
ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y);
}
else
{
ImGui::Text("(Hold SHIFT to display a dummy viewport)");
if (ImGui::IsWindowDocked())
ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!");
if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
ImGui::Checkbox("Auto-resize", &auto_resize);
ImGui::Checkbox("Window padding", &window_padding);
for (int i = 0; i < display_lines; i++)
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
}
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
//-----------------------------------------------------------------------------
// Demonstrate creating a simple static window with no decoration
// + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open)
{
static int location = 0;
ImGuiIO& io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (location >= 0)
{
const float PAD = 10.0f;
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot;
window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowViewport(viewport->ID);
window_flags |= ImGuiWindowFlags_NoMove;
}
else if (location == -2)
{
// Center window
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
window_flags |= ImGuiWindowFlags_NoMove;
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
{
IMGUI_DEMO_MARKER("Examples/Simple Overlay");
ImGui::Text("Simple overlay\n" "(right-click to change position)");
ImGui::Separator();
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse Position: <invalid>");
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1;
if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2;
if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0;
if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1;
if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2;
if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3;
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
ImGui::EndPopup();
}
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
//-----------------------------------------------------------------------------
// Demonstrate creating a window covering the entire screen/viewport
static void ShowExampleAppFullscreen(bool* p_open)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one or the other.
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
if (ImGui::Begin("Example: Fullscreen window", p_open, flags))
{
ImGui::Checkbox("Use work area instead of main area", &use_work_area);
ImGui::SameLine();
HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");
ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);
ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);
ImGui::Indent();
ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);
ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);
ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);
ImGui::Unindent();
if (p_open && ImGui::Button("Close this window"))
*p_open = false;
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
//-----------------------------------------------------------------------------
// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation.
// This applies to all regular items as well.
// Read FAQ section "How can I have multiple widgets with the same label?" for details.
static void ShowExampleAppWindowTitles(bool*)
{
const ImGuiViewport* viewport = ImGui::GetMainViewport();
const ImVec2 base_pos = viewport->Pos;
// By default, Windows are uniquely identified by their title.
// You can use the "##" and "###" markers to manipulate the display/ID.
// Using "##" to display same title but have unique identifier.
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##1");
IMGUI_DEMO_MARKER("Examples/Manipulating window titles");
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##2");
ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
ImGui::End();
// Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
char buf[128];
sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);
ImGui::Begin(buf);
ImGui::Text("This window has a changing title.");
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
//-----------------------------------------------------------------------------
// Add a |_| looking shape
static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz)
{
const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } };
for (const ImVec2& p : pos_norms)
draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y)));
}
// Demonstrate using the low-level ImDrawList to draw custom shapes.
static void ShowExampleAppCustomRendering(bool* p_open)
{
if (!ImGui::Begin("Example: Custom rendering", p_open))
{
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Custom Rendering");
// Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of
// overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your
// types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not
// exposed outside (to avoid messing with your types) In this example we are not using the maths operators!
if (ImGui::BeginTabBar("##TabBar"))
{
if (ImGui::BeginTabItem("Primitives"))
{
ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Draw gradients
// (note that those are currently exacerbating our sRGB/Linear issues)
// Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..
ImGui::Text("Gradients");
ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());
{
ImVec2 p0 = ImGui::GetCursorScreenPos();
ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));
ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));
draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
ImGui::InvisibleButton("##gradient1", gradient_size);
}
{
ImVec2 p0 = ImGui::GetCursorScreenPos();
ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));
ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));
draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
ImGui::InvisibleButton("##gradient2", gradient_size);
}
// Draw a bunch of primitives
ImGui::Text("All primitives");
static float sz = 36.0f;
static float thickness = 3.0f;
static int ngon_sides = 6;
static bool circle_segments_override = false;
static int circle_segments_override_v = 12;
static bool curve_segments_override = false;
static int curve_segments_override_v = 8;
static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
ImGui::ColorEdit4("Color", &colf.x);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col = ImColor(colf);
const float spacing = 10.0f;
const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;
const float rounding = sz / 5.0f;
const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves
const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) };
float x = p.x + 4.0f;
float y = p.y + 4.0f;
for (int n = 0; n < 2; n++)
{
// First line uses a thickness of 1.0f, second line uses the configurable thickness
float th = (n == 0) ? 1.0f : thickness;
draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle
//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape
//draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th);
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
// Path
draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f);
draw_list->PathStroke(col, ImDrawFlags_None, th);
x += sz + spacing;
// Quadratic Bezier Curve (3 control points)
draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments);
x += sz + spacing;
// Cubic Bezier Curve (4 control points)
draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments);
x = p.x + 4;
y += sz + spacing;
}
// Filled shapes
draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon
draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle
draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners
draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle
//draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle
PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine)
// Path
draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f);
draw_list->PathFillConvex(col);
x += sz + spacing;
// Quadratic Bezier Curve (3 control points)
draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y));
draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments);
draw_list->PathFillConvex(col);
x += sz + spacing;
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
x += sz + spacing;
ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f));
ImGui::PopItemWidth();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Canvas"))
{
static ImVector<ImVec2> points;
static ImVec2 scrolling(0.0f, 0.0f);
static bool opt_enable_grid = true;
static bool opt_enable_context_menu = true;
static bool adding_line = false;
ImGui::Checkbox("Enable grid", &opt_enable_grid);
ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");
// Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.
// Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.
// To use a child window instead we could use, e.g:
// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding
// ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color
// ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove);
// ImGui::PopStyleColor();
// ImGui::PopStyleVar();
// [...]
// ImGui::EndChild();
// Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
// Draw border and background color
ImGuiIO& io = ImGui::GetIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
// This will catch our interactions
ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
const bool is_hovered = ImGui::IsItemHovered(); // Hovered
const bool is_active = ImGui::IsItemActive(); // Held
const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin
const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
// Add first and second point
if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
points.push_back(mouse_pos_in_canvas);
points.push_back(mouse_pos_in_canvas);
adding_line = true;
}
if (adding_line)
{
points.back() = mouse_pos_in_canvas;
if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
adding_line = false;
}
// Pan (we use a zero mouse threshold when there's no context menu)
// You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.
const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))
{
scrolling.x += io.MouseDelta.x;
scrolling.y += io.MouseDelta.y;
}
// Context menu (under default mouse threshold)
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context"))
{
if (adding_line)
points.resize(points.size() - 2);
adding_line = false;
if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }
if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }
ImGui::EndPopup();
}
// Draw grid + all lines in the canvas
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
if (opt_enable_grid)
{
const float GRID_STEP = 64.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
}
for (int n = 0; n < points.Size; n += 2)
draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("BG/FG draw lists"))
{
static bool draw_bg = true;
static bool draw_fg = true;
ImGui::Checkbox("Draw in Background draw list", &draw_bg);
ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");
ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");
ImVec2 window_pos = ImGui::GetWindowPos();
ImVec2 window_size = ImGui::GetWindowSize();
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
if (draw_bg)
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);
if (draw_fg)
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);
ImGui::EndTabItem();
}
// Demonstrate out-of-order rendering via channels splitting
// We use functions in ImDrawList as each draw list contains a convenience splitter,
// but you can also instantiate your own ImDrawListSplitter if you need to nest them.
if (ImGui::BeginTabItem("Draw Channels"))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
{
ImGui::Text("Blue shape is drawn first: appears in back");
ImGui::Text("Red shape is drawn after: appears in front");
ImVec2 p0 = ImGui::GetCursorScreenPos();
draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red
ImGui::Dummy(ImVec2(75, 75));
}
ImGui::Separator();
{
ImGui::Text("Blue shape is drawn first, into channel 1: appears in front");
ImGui::Text("Red shape is drawn after, into channel 0: appears in back");
ImVec2 p1 = ImGui::GetCursorScreenPos();
// Create 2 channels and draw a Blue shape THEN a Red shape.
// You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls.
draw_list->ChannelsSplit(2);
draw_list->ChannelsSetCurrent(1);
draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue
draw_list->ChannelsSetCurrent(0);
draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red
// Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1.
// This works by copying draw indices only (vertices are not copied).
draw_list->ChannelsMerge();
ImGui::Dummy(ImVec2(75, 75));
ImGui::Text("After reordering, contents of channel 0 appears below channel 1.");
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
//-----------------------------------------------------------------------------
// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// About dockspaces:
// - Use DockSpace() to create an explicit dock node _within_ an existing window.
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*)
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node,
// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create
// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use.
void ShowExampleAppDockSpace(bool* p_open)
{
// READ THIS !!!
// TL;DR; this demo is more complicated than what most users you would normally use.
// If we remove all options we are showcasing, this demo would become:
// void ShowExampleAppDockSpace()
// {
// ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport());
// }
// In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below!
// In this specific demo, we are not using DockSpaceOverViewport() because:
// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
// - (2) we allow the host window to have padding (when opt_padding == true)
// - (3) we expose many flags and need a way to have them visible.
// - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport()
// in your code, but we don't here because we allow the window to be floating)
static bool opt_fullscreen = true;
static bool opt_padding = false;
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
if (opt_fullscreen)
{
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
}
else
{
dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
}
// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
// and handle the pass-thru hole, so we ask Begin() to not render a background.
if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
window_flags |= ImGuiWindowFlags_NoBackground;
// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
// all active windows docked into it will lose their parent and become undocked.
// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
if (!opt_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("DockSpace Demo", p_open, window_flags);
if (!opt_padding)
ImGui::PopStyleVar();
if (opt_fullscreen)
ImGui::PopStyleVar(2);
// Submit the DockSpace
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
}
else
{
ShowDockingDisabledMessage();
}
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
// Disabling fullscreen would allow the window to be moved to the front of other windows,
// which we can't undo at the moment without finer window depth/z control.
ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen);
ImGui::MenuItem("Padding", NULL, &opt_padding);
ImGui::Separator();
if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; }
if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; }
if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; }
if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; }
if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; }
if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; }
ImGui::Separator();
if (ImGui::MenuItem("Close", NULL, false, p_open != NULL))
*p_open = false;
ImGui::EndMenu();
}
HelpMarker(
"When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
"- Drag from window title bar or their tab to dock/undock." "\n"
"- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
"- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
"- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n"
"This demo app has nothing to do with enabling docking!" "\n\n"
"This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n"
"Read comments in ShowExampleAppDockSpace() for more details.");
ImGui::EndMenuBar();
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
//-----------------------------------------------------------------------------
// Simplified structure to mimic a Document model
struct MyDocument
{
char Name[32]; // Document title
int UID; // Unique ID (necessary as we can change title)
bool Open; // Set when open (we keep an array of all available documents to simplify demo code!)
bool OpenPrev; // Copy of Open from last update.
bool Dirty; // Set when the document has been modified
ImVec4 Color; // An arbitrary variable associated to the document
MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
{
UID = uid;
snprintf(Name, sizeof(Name), "%s", name);
Open = OpenPrev = open;
Dirty = false;
Color = color;
}
void DoOpen() { Open = true; }
void DoForceClose() { Open = false; Dirty = false; }
void DoSave() { Dirty = false; }
};
struct ExampleAppDocuments
{
ImVector<MyDocument> Documents;
ImVector<MyDocument*> CloseQueue;
MyDocument* RenamingDoc = NULL;
bool RenamingStarted = false;
ExampleAppDocuments()
{
Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f)));
Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f)));
}
// As we allow to change document name, we append a never-changing document ID so tabs are stable
void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size)
{
snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID);
}
// Display placeholder contents for the Document
void DisplayDocContents(MyDocument* doc)
{
ImGui::PushID(doc);
ImGui::Text("Document \"%s\"", doc->Name);
ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
ImGui::PopStyleColor();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Rename.."))
{
RenamingDoc = doc;
RenamingStarted = true;
}
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Modify"))
doc->Dirty = true;
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Save"))
doc->DoSave();
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Close"))
CloseQueue.push_back(doc);
ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
ImGui::PopID();
}
// Display context menu for the Document
void DisplayDocContextMenu(MyDocument* doc)
{
if (!ImGui::BeginPopupContextItem())
return;
char buf[256];
sprintf(buf, "Save %s", doc->Name);
if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open))
doc->DoSave();
if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open))
RenamingDoc = doc;
if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open))
CloseQueue.push_back(doc);
ImGui::EndPopup();
}
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
// give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
void NotifyOfDocumentsClosedElsewhere()
{
for (MyDocument& doc : Documents)
{
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
};
void ShowExampleAppDocuments(bool* p_open)
{
static ExampleAppDocuments app;
// Options
enum Target
{
Target_None,
Target_Tab, // Create documents as local tab into a local tab bar
Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace
};
static Target opt_target = Target_Tab;
static bool opt_reorderable = true;
static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
// When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant")
// that we emit gets docked into the same spot as the parent window ("Example: Documents").
// This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab
// not visible, which in turn would stop submitting the "Eggplant" window.
// We avoid this problem by submitting our documents window even if our parent window is not currently visible.
// Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking.
bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow)
{
ImGui::End();
return;
}
// Menu
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
int open_count = 0;
for (MyDocument& doc : app.Documents)
open_count += doc.Open ? 1 : 0;
if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
{
for (MyDocument& doc : app.Documents)
if (!doc.Open && ImGui::MenuItem(doc.Name))
doc.DoOpen();
ImGui::EndMenu();
}
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (MyDocument& doc : app.Documents)
app.CloseQueue.push_back(&doc);
if (ImGui::MenuItem("Exit") && p_open)
*p_open = false;
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// [Debug] List documents with one checkbox for each
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument& doc = app.Documents[doc_n];
if (doc_n > 0)
ImGui::SameLine();
ImGui::PushID(&doc);
if (ImGui::Checkbox(doc.Name, &doc.Open))
if (!doc.Open)
doc.DoForceClose();
ImGui::PopID();
}
ImGui::PushItemWidth(ImGui::GetFontSize() * 12);
ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0");
ImGui::PopItemWidth();
bool redock_all = false;
if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); }
if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); }
ImGui::Separator();
// About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags.
// They have multiple effects:
// - Display a dot next to the title.
// - Tab is selected when clicking the X close button.
// - Closure is not assumed (will wait for user to stop submitting the tab).
// Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
// We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty
// hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.
// The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.
// Tabs
if (opt_target == Target_Tab)
{
ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
{
if (opt_reorderable)
app.NotifyOfDocumentsClosedElsewhere();
// [DEBUG] Stress tests
//if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
//if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
// Submit Tabs
for (MyDocument& doc : app.Documents)
{
if (!doc.Open)
continue;
// As we allow to change document name, we append a never-changing document id so tabs are stable
char doc_name_buf[64];
app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf));
ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc.Open && doc.Dirty)
{
doc.Open = true;
app.CloseQueue.push_back(&doc);
}
app.DisplayDocContextMenu(&doc);
if (visible)
{
app.DisplayDocContents(&doc);
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
}
else if (opt_target == Target_DockSpaceAndWindow)
{
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
app.NotifyOfDocumentsClosedElsewhere();
// Create a DockSpace node where any window can be docked
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id);
// Create Windows
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
continue;
ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver);
ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0);
bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc->Open && doc->Dirty)
{
doc->Open = true;
app.CloseQueue.push_back(doc);
}
app.DisplayDocContextMenu(doc);
if (visible)
app.DisplayDocContents(doc);
ImGui::End();
}
}
else
{
ShowDockingDisabledMessage();
}
}
// Early out other contents
if (!window_contents_visible)
{
ImGui::End();
return;
}
// Display renaming UI
if (app.RenamingDoc != NULL)
{
if (app.RenamingStarted)
ImGui::OpenPopup("Rename");
if (ImGui::BeginPopup("Rename"))
{
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30);
if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue))
{
ImGui::CloseCurrentPopup();
app.RenamingDoc = NULL;
}
if (app.RenamingStarted)
ImGui::SetKeyboardFocusHere(-1);
ImGui::EndPopup();
}
else
{
app.RenamingDoc = NULL;
}
app.RenamingStarted = false;
}
// Display closing confirmation UI
if (!app.CloseQueue.empty())
{
int close_queue_unsaved_documents = 0;
for (int n = 0; n < app.CloseQueue.Size; n++)
if (app.CloseQueue[n]->Dirty)
close_queue_unsaved_documents++;
if (close_queue_unsaved_documents == 0)
{
// Close documents when all are unsaved
for (int n = 0; n < app.CloseQueue.Size; n++)
app.CloseQueue[n]->DoForceClose();
app.CloseQueue.clear();
}
else
{
if (!ImGui::IsPopupOpen("Save?"))
ImGui::OpenPopup("Save?");
if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("Save change to the following items?");
float item_height = ImGui::GetTextLineHeightWithSpacing();
if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle))
for (MyDocument* doc : app.CloseQueue)
if (doc->Dirty)
ImGui::Text("%s", doc->Name);
ImGui::EndChild();
ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
if (ImGui::Button("Yes", button_size))
{
for (MyDocument* doc : app.CloseQueue)
{
if (doc->Dirty)
doc->DoSave();
doc->DoForceClose();
}
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("No", button_size))
{
for (MyDocument* doc : app.CloseQueue)
doc->DoForceClose();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", button_size))
{
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
}
ImGui::End();
}
// End of Demo code
#else
void ImGui::ShowAboutWindow(bool*) {}
void ImGui::ShowDemoWindow(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdl3.cpp | // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include "../SDL3/include/SDL.h"
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
SDL_StartTextInput();
}
else
{
SDL_StopTextInput();
}
}
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_EVENT_MOUSE_MOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_EVENT_MOUSE_WHEEL:
{
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_EVENT_TEXT_INPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
return true;
}
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false);
return true;
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
viewport->PlatformHandle = window;
viewport->PlatformHandleRaw = nullptr;
#if defined(__WIN32__) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd");
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
#endif
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl3";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL3_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL3_CloseGamepads();
void ImGui_ImplSDL3_Shutdown()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL3_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_HideCursor();
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor();
}
}
static void ImGui_ImplSDL3_CloseGamepads()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
for (SDL_Gamepad* gamepad : bd->Gamepads)
SDL_CloseGamepad(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
bool merged_value = false;
for (SDL_Gamepad* gamepad : bd->Gamepads)
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_Gamepad* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
// Update list of gamepads to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
SDL_free(sdl_gamepads);
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
SDL_GetDisplayUsableBounds(display_id, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MousePendingLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window);
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL3_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
#endif
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 3.0.0+ has a SDL_WINDOW_UTILITY flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
// #include "../SDL3/include/SDL_vulkan.h"
// static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
// {
// ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
// (void)vk_allocator;
// SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
// return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
// }
static void ImGui_ImplSDL3_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
//platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_opengl2.cpp | // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#include <stdint.h> // intptr_t
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
#endif
#if defined(_WIN32) && !defined(WINGDIAPI)
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface();
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
// Functions
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL2_InitPlatformInterface();
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
}
}
}
// Restore modified GL state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
return ImGui_ImplOpenGL2_CreateFontsTexture();
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdlrenderer2.h | // dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdlrenderer3.cpp | // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer3.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL
#include "../SDL3/include/SDL.h"
#if !SDL_VERSION_ATLEAST(3,0,0)
#error This backend requires SDL 3.0.0+
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ViewportEnabled;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
//old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_opengl2.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
typedef struct ImDrawData_t ImDrawData;
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_Init(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL2_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL2_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_CreateFontsTexture(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL2_DestroyFontsTexture(void);
CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL2_DestroyDeviceObjects(void);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimplot.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// By-value struct conversions
// Function stubs
#include "cimplot.h"
CIMGUI_API bool cimgui::ImPlotRange_Contains(const cimgui::ImPlotRange* self, double value)
{
return reinterpret_cast<const ::ImPlotRange*>(self)->Contains(value);
}
CIMGUI_API double cimgui::ImPlotRange_Size(const cimgui::ImPlotRange* self)
{
return reinterpret_cast<const ::ImPlotRange*>(self)->Size();
}
CIMGUI_API double cimgui::ImPlotRange_Clamp(const cimgui::ImPlotRange* self, double value)
{
return reinterpret_cast<const ::ImPlotRange*>(self)->Clamp(value);
}
CIMGUI_API bool cimgui::ImPlotRect_Contains(const cimgui::ImPlotRect* self, cimgui::ImPlotPoint p)
{
return reinterpret_cast<const ::ImPlotRect*>(self)->Contains(reinterpret_cast<const ::ImPlotPoint&>(p));
}
CIMGUI_API bool cimgui::ImPlotRect_ContainsDouble(const cimgui::ImPlotRect* self, double x, double y)
{
return reinterpret_cast<const ::ImPlotRect*>(self)->Contains(x, y);
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotRect_Size(const cimgui::ImPlotRect* self)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(reinterpret_cast<const ::ImPlotRect*>(self)->Size());
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotRect_Clamp(cimgui::ImPlotRect* self, cimgui::ImPlotPoint p)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(reinterpret_cast<::ImPlotRect*>(self)->Clamp(reinterpret_cast<const ::ImPlotPoint&>(p)));
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotRect_ClampDouble(cimgui::ImPlotRect* self, double x, double y)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(reinterpret_cast<::ImPlotRect*>(self)->Clamp(x, y));
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotRect_Min(const cimgui::ImPlotRect* self)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(reinterpret_cast<const ::ImPlotRect*>(self)->Min());
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotRect_Max(const cimgui::ImPlotRect* self)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(reinterpret_cast<const ::ImPlotRect*>(self)->Max());
}
CIMGUI_API IMPLOT_API cimgui::ImPlotStyle_ImPlotStyle(cimgui::ImPlotStyle* self)
{
return reinterpret_cast<::ImPlotStyle*>(self)->ImPlotStyle();
}
CIMGUI_API IMPLOT_API cimgui::ImPlotInputMap_ImPlotInputMap(cimgui::ImPlotInputMap* self)
{
return reinterpret_cast<::ImPlotInputMap*>(self)->ImPlotInputMap();
}
CIMGUI_API cimgui::ImPlotContext* cimgui::ImPlotCreateContext(void)
{
return reinterpret_cast<::cimgui::ImPlotContext*>(::ImPlot::CreateContext());
}
CIMGUI_API void cimgui::ImPlotDestroyContext(void)
{
::ImPlot::DestroyContext();
}
CIMGUI_API void cimgui::ImPlotDestroyContextEx(cimgui::ImPlotContext* ctx)
{
::ImPlot::DestroyContext(reinterpret_cast<::ImPlotContext*>(ctx));
}
CIMGUI_API cimgui::ImPlotContext* cimgui::ImPlotGetCurrentContext(void)
{
return reinterpret_cast<::cimgui::ImPlotContext*>(::ImPlot::GetCurrentContext());
}
CIMGUI_API void cimgui::ImPlotSetCurrentContext(cimgui::ImPlotContext* ctx)
{
::ImPlot::SetCurrentContext(reinterpret_cast<::ImPlotContext*>(ctx));
}
CIMGUI_API void cimgui::ImPlotSetImGuiContext(ImGuiContext* ctx)
{
::ImPlot::SetImGuiContext(ctx);
}
CIMGUI_API bool cimgui::ImPlotBeginPlot(const char* title_id)
{
return ::ImPlot::BeginPlot(title_id);
}
CIMGUI_API bool cimgui::ImPlotBeginPlotEx(const char* title_id, ImVec2 size, ImPlotFlags flags)
{
return ::ImPlot::BeginPlot(title_id, reinterpret_cast<const ::ImVec2&>(size), flags);
}
CIMGUI_API void cimgui::ImPlotEndPlot(void)
{
::ImPlot::EndPlot();
}
CIMGUI_API bool cimgui::ImPlotBeginSubplots(const char* title_id, int rows, int cols, ImVec2 size, ImPlotSubplotFlags flags)
{
return ::ImPlot::BeginSubplots(title_id, rows, cols, reinterpret_cast<const ::ImVec2&>(size), flags);
}
CIMGUI_API bool cimgui::ImPlotBeginSubplotsEx(const char* title_id, int rows, int cols, ImVec2 size, ImPlotSubplotFlags flags, float* row_ratios, float* col_ratios)
{
return ::ImPlot::BeginSubplots(title_id, rows, cols, reinterpret_cast<const ::ImVec2&>(size), flags, row_ratios, col_ratios);
}
CIMGUI_API void cimgui::ImPlotEndSubplots(void)
{
::ImPlot::EndSubplots();
}
CIMGUI_API void cimgui::ImPlotSetupAxis(ImAxis axis)
{
::ImPlot::SetupAxis(axis);
}
CIMGUI_API void cimgui::ImPlotSetupAxisEx(ImAxis axis, const char* label, ImPlotAxisFlags flags)
{
::ImPlot::SetupAxis(axis, label, flags);
}
CIMGUI_API void cimgui::ImPlotSetupAxisLimits(ImAxis axis, double v_min, double v_max)
{
::ImPlot::SetupAxisLimits(axis, v_min, v_max);
}
CIMGUI_API void cimgui::ImPlotSetupAxisLimitsEx(ImAxis axis, double v_min, double v_max, ImPlotCond cond)
{
::ImPlot::SetupAxisLimits(axis, v_min, v_max, cond);
}
CIMGUI_API void cimgui::ImPlotSetupAxisLinks(ImAxis axis, double* link_min, double* link_max)
{
::ImPlot::SetupAxisLinks(axis, link_min, link_max);
}
CIMGUI_API void cimgui::ImPlotSetupAxisFormat(ImAxis axis, const char* fmt)
{
::ImPlot::SetupAxisFormat(axis, fmt);
}
CIMGUI_API void cimgui::ImPlotSetupAxisFormatImPlotFormatter(ImAxis axis, cimgui::ImPlotFormatter formatter)
{
::ImPlot::SetupAxisFormat(axis, reinterpret_cast<::ImPlotFormatter>(formatter));
}
CIMGUI_API void cimgui::ImPlotSetupAxisFormatImPlotFormatterEx(ImAxis axis, cimgui::ImPlotFormatter formatter, void* data)
{
::ImPlot::SetupAxisFormat(axis, reinterpret_cast<::ImPlotFormatter>(formatter), data);
}
CIMGUI_API void cimgui::ImPlotSetupAxisTicks(ImAxis axis, const double* values, int n_ticks)
{
::ImPlot::SetupAxisTicks(axis, values, n_ticks);
}
CIMGUI_API void cimgui::ImPlotSetupAxisTicksEx(ImAxis axis, const double* values, int n_ticks, const char*const labels[], bool keep_default)
{
::ImPlot::SetupAxisTicks(axis, values, n_ticks, labels, keep_default);
}
CIMGUI_API void cimgui::ImPlotSetupAxisTicksDouble(ImAxis axis, double v_min, double v_max, int n_ticks)
{
::ImPlot::SetupAxisTicks(axis, v_min, v_max, n_ticks);
}
CIMGUI_API void cimgui::ImPlotSetupAxisTicksDoubleEx(ImAxis axis, double v_min, double v_max, int n_ticks, const char*const labels[], bool keep_default)
{
::ImPlot::SetupAxisTicks(axis, v_min, v_max, n_ticks, labels, keep_default);
}
CIMGUI_API void cimgui::ImPlotSetupAxisScale(ImAxis axis, ImPlotScale scale)
{
::ImPlot::SetupAxisScale(axis, scale);
}
CIMGUI_API void cimgui::ImPlotSetupAxisScaleImPlotTransform(ImAxis axis, cimgui::ImPlotTransform forward, cimgui::ImPlotTransform inverse)
{
::ImPlot::SetupAxisScale(axis, reinterpret_cast<::ImPlotTransform>(forward), reinterpret_cast<::ImPlotTransform>(inverse));
}
CIMGUI_API void cimgui::ImPlotSetupAxisScaleImPlotTransformEx(ImAxis axis, cimgui::ImPlotTransform forward, cimgui::ImPlotTransform inverse, void* data)
{
::ImPlot::SetupAxisScale(axis, reinterpret_cast<::ImPlotTransform>(forward), reinterpret_cast<::ImPlotTransform>(inverse), data);
}
CIMGUI_API void cimgui::ImPlotSetupAxisLimitsConstraints(ImAxis axis, double v_min, double v_max)
{
::ImPlot::SetupAxisLimitsConstraints(axis, v_min, v_max);
}
CIMGUI_API void cimgui::ImPlotSetupAxisZoomConstraints(ImAxis axis, double z_min, double z_max)
{
::ImPlot::SetupAxisZoomConstraints(axis, z_min, z_max);
}
CIMGUI_API void cimgui::ImPlotSetupAxes(const char* x_label, const char* y_label)
{
::ImPlot::SetupAxes(x_label, y_label);
}
CIMGUI_API void cimgui::ImPlotSetupAxesEx(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags, ImPlotAxisFlags y_flags)
{
::ImPlot::SetupAxes(x_label, y_label, x_flags, y_flags);
}
CIMGUI_API void cimgui::ImPlotSetupAxesLimits(double x_min, double x_max, double y_min, double y_max)
{
::ImPlot::SetupAxesLimits(x_min, x_max, y_min, y_max);
}
CIMGUI_API void cimgui::ImPlotSetupAxesLimitsEx(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond)
{
::ImPlot::SetupAxesLimits(x_min, x_max, y_min, y_max, cond);
}
CIMGUI_API void cimgui::ImPlotSetupLegend(ImPlotLocation location, ImPlotLegendFlags flags)
{
::ImPlot::SetupLegend(location, flags);
}
CIMGUI_API void cimgui::ImPlotSetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags)
{
::ImPlot::SetupMouseText(location, flags);
}
CIMGUI_API void cimgui::ImPlotSetupFinish(void)
{
::ImPlot::SetupFinish();
}
CIMGUI_API void cimgui::ImPlotSetNextAxisLimits(ImAxis axis, double v_min, double v_max)
{
::ImPlot::SetNextAxisLimits(axis, v_min, v_max);
}
CIMGUI_API void cimgui::ImPlotSetNextAxisLimitsEx(ImAxis axis, double v_min, double v_max, ImPlotCond cond)
{
::ImPlot::SetNextAxisLimits(axis, v_min, v_max, cond);
}
CIMGUI_API void cimgui::ImPlotSetNextAxisLinks(ImAxis axis, double* link_min, double* link_max)
{
::ImPlot::SetNextAxisLinks(axis, link_min, link_max);
}
CIMGUI_API void cimgui::ImPlotSetNextAxisToFit(ImAxis axis)
{
::ImPlot::SetNextAxisToFit(axis);
}
CIMGUI_API void cimgui::ImPlotSetNextAxesLimits(double x_min, double x_max, double y_min, double y_max)
{
::ImPlot::SetNextAxesLimits(x_min, x_max, y_min, y_max);
}
CIMGUI_API void cimgui::ImPlotSetNextAxesLimitsEx(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond)
{
::ImPlot::SetNextAxesLimits(x_min, x_max, y_min, y_max, cond);
}
CIMGUI_API void cimgui::ImPlotSetNextAxesToFit(void)
{
::ImPlot::SetNextAxesToFit();
}
CIMGUI_API void cimgui::ImPlotPlotLineInt(const char* label_id, const T* values, int count)
{
::ImPlot::PlotLine(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotLineIntEx(const char* label_id, const T* values, int count, double xscale, double xstart, ImPlotLineFlags flags, int offset, int stride)
{
::ImPlot::PlotLine(label_id, values, count, xscale, xstart, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotLine(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags)
{
::ImPlot::PlotLine(label_id, xs, ys, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotLineEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags, int offset, int stride)
{
::ImPlot::PlotLine(label_id, xs, ys, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotLineG(const char* label_id, cimgui::ImPlotGetter getter, void* data, int count, ImPlotLineFlags flags)
{
::ImPlot::PlotLineG(label_id, reinterpret_cast<::ImPlotGetter>(getter), data, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotScatterInt(const char* label_id, const T* values, int count)
{
::ImPlot::PlotScatter(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotScatterIntEx(const char* label_id, const T* values, int count, double xscale, double xstart, ImPlotScatterFlags flags, int offset, int stride)
{
::ImPlot::PlotScatter(label_id, values, count, xscale, xstart, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotScatter(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags)
{
::ImPlot::PlotScatter(label_id, xs, ys, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotScatterEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags, int offset, int stride)
{
::ImPlot::PlotScatter(label_id, xs, ys, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotScatterG(const char* label_id, cimgui::ImPlotGetter getter, void* data, int count, ImPlotScatterFlags flags)
{
::ImPlot::PlotScatterG(label_id, reinterpret_cast<::ImPlotGetter>(getter), data, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotStairsInt(const char* label_id, const T* values, int count)
{
::ImPlot::PlotStairs(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotStairsIntEx(const char* label_id, const T* values, int count, double xscale, double xstart, ImPlotStairsFlags flags, int offset, int stride)
{
::ImPlot::PlotStairs(label_id, values, count, xscale, xstart, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotStairs(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags)
{
::ImPlot::PlotStairs(label_id, xs, ys, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotStairsEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags, int offset, int stride)
{
::ImPlot::PlotStairs(label_id, xs, ys, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotStairsG(const char* label_id, cimgui::ImPlotGetter getter, void* data, int count, ImPlotStairsFlags flags)
{
::ImPlot::PlotStairsG(label_id, reinterpret_cast<::ImPlotGetter>(getter), data, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotShadedInt(const char* label_id, const T* values, int count)
{
::ImPlot::PlotShaded(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotShadedIntEx(const char* label_id, const T* values, int count, double yref, double xscale, double xstart, ImPlotShadedFlags flags, int offset, int stride)
{
::ImPlot::PlotShaded(label_id, values, count, yref, xscale, xstart, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotShaded(const char* label_id, const T* xs, const T* ys, int count)
{
::ImPlot::PlotShaded(label_id, xs, ys, count);
}
CIMGUI_API void cimgui::ImPlotPlotShadedEx(const char* label_id, const T* xs, const T* ys, int count, double yref, ImPlotShadedFlags flags, int offset, int stride)
{
::ImPlot::PlotShaded(label_id, xs, ys, count, yref, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotShadedTPtr(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags)
{
::ImPlot::PlotShaded(label_id, xs, ys1, ys2, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotShadedTPtrEx(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags, int offset, int stride)
{
::ImPlot::PlotShaded(label_id, xs, ys1, ys2, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotShadedG(const char* label_id, cimgui::ImPlotGetter getter1, void* data1, cimgui::ImPlotGetter getter2, void* data2, int count, ImPlotShadedFlags flags)
{
::ImPlot::PlotShadedG(label_id, reinterpret_cast<::ImPlotGetter>(getter1), data1, reinterpret_cast<::ImPlotGetter>(getter2), data2, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotBars(const char* label_id, const T* values, int count)
{
::ImPlot::PlotBars(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotBarsEx(const char* label_id, const T* values, int count, double bar_size, double shift, ImPlotBarsFlags flags, int offset, int stride)
{
::ImPlot::PlotBars(label_id, values, count, bar_size, shift, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotBarsTPtr(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags)
{
::ImPlot::PlotBars(label_id, xs, ys, count, bar_size, flags);
}
CIMGUI_API void cimgui::ImPlotPlotBarsTPtrEx(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags, int offset, int stride)
{
::ImPlot::PlotBars(label_id, xs, ys, count, bar_size, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotBarsG(const char* label_id, cimgui::ImPlotGetter getter, void* data, int count, double bar_size, ImPlotBarsFlags flags)
{
::ImPlot::PlotBarsG(label_id, reinterpret_cast<::ImPlotGetter>(getter), data, count, bar_size, flags);
}
CIMGUI_API void cimgui::ImPlotPlotBarGroups(const char*const label_ids[], const T* values, int item_count, int group_count)
{
::ImPlot::PlotBarGroups(label_ids, values, item_count, group_count);
}
CIMGUI_API void cimgui::ImPlotPlotBarGroupsEx(const char*const label_ids[], const T* values, int item_count, int group_count, double group_size, double shift, ImPlotBarGroupsFlags flags)
{
::ImPlot::PlotBarGroups(label_ids, values, item_count, group_count, group_size, shift, flags);
}
CIMGUI_API void cimgui::ImPlotPlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags)
{
::ImPlot::PlotErrorBars(label_id, xs, ys, err, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotErrorBarsEx(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags, int offset, int stride)
{
::ImPlot::PlotErrorBars(label_id, xs, ys, err, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotErrorBarsTPtr(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags)
{
::ImPlot::PlotErrorBars(label_id, xs, ys, neg, pos, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotErrorBarsTPtrEx(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags, int offset, int stride)
{
::ImPlot::PlotErrorBars(label_id, xs, ys, neg, pos, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotStemsInt(const char* label_id, const T* values, int count)
{
::ImPlot::PlotStems(label_id, values, count);
}
CIMGUI_API void cimgui::ImPlotPlotStemsIntEx(const char* label_id, const T* values, int count, double ref, double scale, double start, ImPlotStemsFlags flags, int offset, int stride)
{
::ImPlot::PlotStems(label_id, values, count, ref, scale, start, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotStems(const char* label_id, const T* xs, const T* ys, int count)
{
::ImPlot::PlotStems(label_id, xs, ys, count);
}
CIMGUI_API void cimgui::ImPlotPlotStemsEx(const char* label_id, const T* xs, const T* ys, int count, double ref, ImPlotStemsFlags flags, int offset, int stride)
{
::ImPlot::PlotStems(label_id, xs, ys, count, ref, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotInfLines(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags)
{
::ImPlot::PlotInfLines(label_id, values, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotInfLinesEx(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags, int offset, int stride)
{
::ImPlot::PlotInfLines(label_id, values, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotPieChartImPlotFormatter(const char*const label_ids[], const T* values, int count, double x, double y, double radius, cimgui::ImPlotFormatter fmt)
{
::ImPlot::PlotPieChart(label_ids, values, count, x, y, radius, reinterpret_cast<::ImPlotFormatter>(fmt));
}
CIMGUI_API void cimgui::ImPlotPlotPieChartImPlotFormatterEx(const char*const label_ids[], const T* values, int count, double x, double y, double radius, cimgui::ImPlotFormatter fmt, void* fmt_data, double angle0, ImPlotPieChartFlags flags)
{
::ImPlot::PlotPieChart(label_ids, values, count, x, y, radius, reinterpret_cast<::ImPlotFormatter>(fmt), fmt_data, angle0, flags);
}
CIMGUI_API void cimgui::ImPlotPlotPieChart(const char*const label_ids[], const T* values, int count, double x, double y, double radius)
{
::ImPlot::PlotPieChart(label_ids, values, count, x, y, radius);
}
CIMGUI_API void cimgui::ImPlotPlotPieChartEx(const char*const label_ids[], const T* values, int count, double x, double y, double radius, const char* label_fmt, double angle0, ImPlotPieChartFlags flags)
{
::ImPlot::PlotPieChart(label_ids, values, count, x, y, radius, label_fmt, angle0, flags);
}
CIMGUI_API void cimgui::ImPlotPlotHeatmap(const char* label_id, const T* values, int rows, int cols)
{
::ImPlot::PlotHeatmap(label_id, values, rows, cols);
}
CIMGUI_API void cimgui::ImPlotPlotHeatmapEx(const char* label_id, const T* values, int rows, int cols, double scale_min, double scale_max, const char* label_fmt, cimgui::ImPlotPoint bounds_min, cimgui::ImPlotPoint bounds_max, ImPlotHeatmapFlags flags)
{
::ImPlot::PlotHeatmap(label_id, values, rows, cols, scale_min, scale_max, label_fmt, reinterpret_cast<const ::ImPlotPoint&>(bounds_min), reinterpret_cast<const ::ImPlotPoint&>(bounds_max), flags);
}
CIMGUI_API double cimgui::ImPlotPlotHistogram(const char* label_id, const T* values, int count)
{
return ::ImPlot::PlotHistogram(label_id, values, count);
}
CIMGUI_API double cimgui::ImPlotPlotHistogramEx(const char* label_id, const T* values, int count, int bins, double bar_scale, cimgui::ImPlotRange range, ImPlotHistogramFlags flags)
{
return ::ImPlot::PlotHistogram(label_id, values, count, bins, bar_scale, reinterpret_cast<::ImPlotRange>(range), flags);
}
CIMGUI_API double cimgui::ImPlotPlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count)
{
return ::ImPlot::PlotHistogram2D(label_id, xs, ys, count);
}
CIMGUI_API double cimgui::ImPlotPlotHistogram2DEx(const char* label_id, const T* xs, const T* ys, int count, int x_bins, int y_bins, cimgui::ImPlotRect range, ImPlotHistogramFlags flags)
{
return ::ImPlot::PlotHistogram2D(label_id, xs, ys, count, x_bins, y_bins, reinterpret_cast<::ImPlotRect>(range), flags);
}
CIMGUI_API void cimgui::ImPlotPlotDigital(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags)
{
::ImPlot::PlotDigital(label_id, xs, ys, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotDigitalEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags, int offset, int stride)
{
::ImPlot::PlotDigital(label_id, xs, ys, count, flags, offset, stride);
}
CIMGUI_API void cimgui::ImPlotPlotDigitalG(const char* label_id, cimgui::ImPlotGetter getter, void* data, int count, ImPlotDigitalFlags flags)
{
::ImPlot::PlotDigitalG(label_id, reinterpret_cast<::ImPlotGetter>(getter), data, count, flags);
}
CIMGUI_API void cimgui::ImPlotPlotImage(const char* label_id, ImTextureID user_texture_id, cimgui::ImPlotPoint bounds_min, cimgui::ImPlotPoint bounds_max)
{
::ImPlot::PlotImage(label_id, user_texture_id, reinterpret_cast<const ::ImPlotPoint&>(bounds_min), reinterpret_cast<const ::ImPlotPoint&>(bounds_max));
}
CIMGUI_API void cimgui::ImPlotPlotImageEx(const char* label_id, ImTextureID user_texture_id, cimgui::ImPlotPoint bounds_min, cimgui::ImPlotPoint bounds_max, ImVec2 uv0, ImVec2 uv1, ImVec4 tint_col, ImPlotImageFlags flags)
{
::ImPlot::PlotImage(label_id, user_texture_id, reinterpret_cast<const ::ImPlotPoint&>(bounds_min), reinterpret_cast<const ::ImPlotPoint&>(bounds_max), reinterpret_cast<const ::ImVec2&>(uv0), reinterpret_cast<const ::ImVec2&>(uv1), reinterpret_cast<const ::ImVec4&>(tint_col), flags);
}
CIMGUI_API void cimgui::ImPlotPlotText(const char* text, double x, double y)
{
::ImPlot::PlotText(text, x, y);
}
CIMGUI_API void cimgui::ImPlotPlotTextEx(const char* text, double x, double y, ImVec2 pix_offset, ImPlotTextFlags flags)
{
::ImPlot::PlotText(text, x, y, reinterpret_cast<const ::ImVec2&>(pix_offset), flags);
}
CIMGUI_API void cimgui::ImPlotPlotDummy(const char* label_id, ImPlotDummyFlags flags)
{
::ImPlot::PlotDummy(label_id, flags);
}
CIMGUI_API bool cimgui::ImPlotDragPoint(int id, double* x, double* y, ImVec4 col)
{
return ::ImPlot::DragPoint(id, x, y, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API bool cimgui::ImPlotDragPointEx(int id, double* x, double* y, ImVec4 col, float size, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* held)
{
return ::ImPlot::DragPoint(id, x, y, reinterpret_cast<const ::ImVec4&>(col), size, flags, out_clicked, out_hovered, held);
}
CIMGUI_API bool cimgui::ImPlotDragLineX(int id, double* x, ImVec4 col)
{
return ::ImPlot::DragLineX(id, x, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API bool cimgui::ImPlotDragLineXEx(int id, double* x, ImVec4 col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* held)
{
return ::ImPlot::DragLineX(id, x, reinterpret_cast<const ::ImVec4&>(col), thickness, flags, out_clicked, out_hovered, held);
}
CIMGUI_API bool cimgui::ImPlotDragLineY(int id, double* y, ImVec4 col)
{
return ::ImPlot::DragLineY(id, y, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API bool cimgui::ImPlotDragLineYEx(int id, double* y, ImVec4 col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* held)
{
return ::ImPlot::DragLineY(id, y, reinterpret_cast<const ::ImVec4&>(col), thickness, flags, out_clicked, out_hovered, held);
}
CIMGUI_API bool cimgui::ImPlotDragRect(int id, double* x1, double* y1, double* x2, double* y2, ImVec4 col, ImPlotDragToolFlags flags)
{
return ::ImPlot::DragRect(id, x1, y1, x2, y2, reinterpret_cast<const ::ImVec4&>(col), flags);
}
CIMGUI_API bool cimgui::ImPlotDragRectEx(int id, double* x1, double* y1, double* x2, double* y2, ImVec4 col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* held)
{
return ::ImPlot::DragRect(id, x1, y1, x2, y2, reinterpret_cast<const ::ImVec4&>(col), flags, out_clicked, out_hovered, held);
}
CIMGUI_API void cimgui::ImPlotAnnotation(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp)
{
::ImPlot::Annotation(x, y, reinterpret_cast<const ::ImVec4&>(col), reinterpret_cast<const ::ImVec2&>(pix_offset), clamp);
}
CIMGUI_API void cimgui::ImPlotAnnotationEx(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, bool round)
{
::ImPlot::Annotation(x, y, reinterpret_cast<const ::ImVec4&>(col), reinterpret_cast<const ::ImVec2&>(pix_offset), clamp, round);
}
CIMGUI_API void cimgui::ImPlotAnnotationStr(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImPlot::AnnotationV(x, y, reinterpret_cast<const ::ImVec4&>(col), reinterpret_cast<const ::ImVec2&>(pix_offset), clamp, fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImPlotAnnotationV(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, const char* fmt, va_list args)
{
::ImPlot::AnnotationV(x, y, reinterpret_cast<const ::ImVec4&>(col), reinterpret_cast<const ::ImVec2&>(pix_offset), clamp, fmt, args);
}
CIMGUI_API void cimgui::ImPlotTagX(double x, ImVec4 col)
{
::ImPlot::TagX(x, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API void cimgui::ImPlotTagXEx(double x, ImVec4 col, bool round)
{
::ImPlot::TagX(x, reinterpret_cast<const ::ImVec4&>(col), round);
}
CIMGUI_API void cimgui::ImPlotTagXStr(double x, ImVec4 col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImPlot::TagXV(x, reinterpret_cast<const ::ImVec4&>(col), fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImPlotTagXV(double x, ImVec4 col, const char* fmt, va_list args)
{
::ImPlot::TagXV(x, reinterpret_cast<const ::ImVec4&>(col), fmt, args);
}
CIMGUI_API void cimgui::ImPlotTagY(double y, ImVec4 col)
{
::ImPlot::TagY(y, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API void cimgui::ImPlotTagYEx(double y, ImVec4 col, bool round)
{
::ImPlot::TagY(y, reinterpret_cast<const ::ImVec4&>(col), round);
}
CIMGUI_API void cimgui::ImPlotTagYStr(double y, ImVec4 col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImPlot::TagYV(y, reinterpret_cast<const ::ImVec4&>(col), fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImPlotTagYV(double y, ImVec4 col, const char* fmt, va_list args)
{
::ImPlot::TagYV(y, reinterpret_cast<const ::ImVec4&>(col), fmt, args);
}
CIMGUI_API void cimgui::ImPlotSetAxis(ImAxis axis)
{
::ImPlot::SetAxis(axis);
}
CIMGUI_API void cimgui::ImPlotSetAxes(ImAxis x_axis, ImAxis y_axis)
{
::ImPlot::SetAxes(x_axis, y_axis);
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotPixelsToPlot(ImVec2 pix)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::PixelsToPlot(reinterpret_cast<const ::ImVec2&>(pix)));
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotPixelsToPlotEx(ImVec2 pix, ImAxis x_axis, ImAxis y_axis)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::PixelsToPlot(reinterpret_cast<const ::ImVec2&>(pix), x_axis, y_axis));
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotPixelsToPlotFloat(float x, float y)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::PixelsToPlot(x, y));
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotPixelsToPlotFloatEx(float x, float y, ImAxis x_axis, ImAxis y_axis)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::PixelsToPlot(x, y, x_axis, y_axis));
}
CIMGUI_API ImVec2 cimgui::ImPlotPlotToPixels(cimgui::ImPlotPoint plt)
{
return ::ImPlot::PlotToPixels(reinterpret_cast<const ::ImPlotPoint&>(plt));
}
CIMGUI_API ImVec2 cimgui::ImPlotPlotToPixelsEx(cimgui::ImPlotPoint plt, ImAxis x_axis, ImAxis y_axis)
{
return ::ImPlot::PlotToPixels(reinterpret_cast<const ::ImPlotPoint&>(plt), x_axis, y_axis);
}
CIMGUI_API ImVec2 cimgui::ImPlotPlotToPixelsDouble(double x, double y)
{
return ::ImPlot::PlotToPixels(x, y);
}
CIMGUI_API ImVec2 cimgui::ImPlotPlotToPixelsDoubleEx(double x, double y, ImAxis x_axis, ImAxis y_axis)
{
return ::ImPlot::PlotToPixels(x, y, x_axis, y_axis);
}
CIMGUI_API ImVec2 cimgui::ImPlotGetPlotPos(void)
{
return ::ImPlot::GetPlotPos();
}
CIMGUI_API ImVec2 cimgui::ImPlotGetPlotSize(void)
{
return ::ImPlot::GetPlotSize();
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotGetPlotMousePos(void)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::GetPlotMousePos());
}
CIMGUI_API cimgui::ImPlotPoint cimgui::ImPlotGetPlotMousePosEx(ImAxis x_axis, ImAxis y_axis)
{
return reinterpret_cast<::cimgui::ImPlotPoint>(::ImPlot::GetPlotMousePos(x_axis, y_axis));
}
CIMGUI_API cimgui::ImPlotRect cimgui::ImPlotGetPlotLimits(void)
{
return reinterpret_cast<::cimgui::ImPlotRect>(::ImPlot::GetPlotLimits());
}
CIMGUI_API cimgui::ImPlotRect cimgui::ImPlotGetPlotLimitsEx(ImAxis x_axis, ImAxis y_axis)
{
return reinterpret_cast<::cimgui::ImPlotRect>(::ImPlot::GetPlotLimits(x_axis, y_axis));
}
CIMGUI_API bool cimgui::ImPlotIsPlotHovered(void)
{
return ::ImPlot::IsPlotHovered();
}
CIMGUI_API bool cimgui::ImPlotIsAxisHovered(ImAxis axis)
{
return ::ImPlot::IsAxisHovered(axis);
}
CIMGUI_API bool cimgui::ImPlotIsSubplotsHovered(void)
{
return ::ImPlot::IsSubplotsHovered();
}
CIMGUI_API bool cimgui::ImPlotIsPlotSelected(void)
{
return ::ImPlot::IsPlotSelected();
}
CIMGUI_API cimgui::ImPlotRect cimgui::ImPlotGetPlotSelection(void)
{
return reinterpret_cast<::cimgui::ImPlotRect>(::ImPlot::GetPlotSelection());
}
CIMGUI_API cimgui::ImPlotRect cimgui::ImPlotGetPlotSelectionEx(ImAxis x_axis, ImAxis y_axis)
{
return reinterpret_cast<::cimgui::ImPlotRect>(::ImPlot::GetPlotSelection(x_axis, y_axis));
}
CIMGUI_API void cimgui::ImPlotCancelPlotSelection(void)
{
::ImPlot::CancelPlotSelection();
}
CIMGUI_API void cimgui::ImPlotHideNextItem(void)
{
::ImPlot::HideNextItem();
}
CIMGUI_API void cimgui::ImPlotHideNextItemEx(bool hidden, ImPlotCond cond)
{
::ImPlot::HideNextItem(hidden, cond);
}
CIMGUI_API bool cimgui::ImPlotBeginAlignedPlots(const char* group_id)
{
return ::ImPlot::BeginAlignedPlots(group_id);
}
CIMGUI_API bool cimgui::ImPlotBeginAlignedPlotsEx(const char* group_id, bool vertical)
{
return ::ImPlot::BeginAlignedPlots(group_id, vertical);
}
CIMGUI_API void cimgui::ImPlotEndAlignedPlots(void)
{
::ImPlot::EndAlignedPlots();
}
CIMGUI_API bool cimgui::ImPlotBeginLegendPopup(const char* label_id)
{
return ::ImPlot::BeginLegendPopup(label_id);
}
CIMGUI_API bool cimgui::ImPlotBeginLegendPopupEx(const char* label_id, ImGuiMouseButton mouse_button)
{
return ::ImPlot::BeginLegendPopup(label_id, mouse_button);
}
CIMGUI_API void cimgui::ImPlotEndLegendPopup(void)
{
::ImPlot::EndLegendPopup();
}
CIMGUI_API bool cimgui::ImPlotIsLegendEntryHovered(const char* label_id)
{
return ::ImPlot::IsLegendEntryHovered(label_id);
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropTargetPlot(void)
{
return ::ImPlot::BeginDragDropTargetPlot();
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropTargetAxis(ImAxis axis)
{
return ::ImPlot::BeginDragDropTargetAxis(axis);
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropTargetLegend(void)
{
return ::ImPlot::BeginDragDropTargetLegend();
}
CIMGUI_API void cimgui::ImPlotEndDragDropTarget(void)
{
::ImPlot::EndDragDropTarget();
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropSourcePlot(ImGuiDragDropFlags flags)
{
return ::ImPlot::BeginDragDropSourcePlot(flags);
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropSourceAxis(ImAxis axis, ImGuiDragDropFlags flags)
{
return ::ImPlot::BeginDragDropSourceAxis(axis, flags);
}
CIMGUI_API bool cimgui::ImPlotBeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags)
{
return ::ImPlot::BeginDragDropSourceItem(label_id, flags);
}
CIMGUI_API void cimgui::ImPlotEndDragDropSource(void)
{
::ImPlot::EndDragDropSource();
}
CIMGUI_API cimgui::ImPlotStyle* cimgui::ImPlotGetStyle(void)
{
return reinterpret_cast<::cimgui::ImPlotStyle*>(&::ImPlot::GetStyle());
}
CIMGUI_API void cimgui::ImPlotStyleColorsAuto(void)
{
::ImPlot::StyleColorsAuto();
}
CIMGUI_API void cimgui::ImPlotStyleColorsAutoEx(cimgui::ImPlotStyle* dst)
{
::ImPlot::StyleColorsAuto(reinterpret_cast<::ImPlotStyle*>(dst));
}
CIMGUI_API void cimgui::ImPlotStyleColorsClassic(void)
{
::ImPlot::StyleColorsClassic();
}
CIMGUI_API void cimgui::ImPlotStyleColorsClassicEx(cimgui::ImPlotStyle* dst)
{
::ImPlot::StyleColorsClassic(reinterpret_cast<::ImPlotStyle*>(dst));
}
CIMGUI_API void cimgui::ImPlotStyleColorsDark(void)
{
::ImPlot::StyleColorsDark();
}
CIMGUI_API void cimgui::ImPlotStyleColorsDarkEx(cimgui::ImPlotStyle* dst)
{
::ImPlot::StyleColorsDark(reinterpret_cast<::ImPlotStyle*>(dst));
}
CIMGUI_API void cimgui::ImPlotStyleColorsLight(void)
{
::ImPlot::StyleColorsLight();
}
CIMGUI_API void cimgui::ImPlotStyleColorsLightEx(cimgui::ImPlotStyle* dst)
{
::ImPlot::StyleColorsLight(reinterpret_cast<::ImPlotStyle*>(dst));
}
CIMGUI_API void cimgui::ImPlotPushStyleColor(ImPlotCol idx, ImU32 col)
{
::ImPlot::PushStyleColor(idx, col);
}
CIMGUI_API void cimgui::ImPlotPushStyleColorImVec4(ImPlotCol idx, ImVec4 col)
{
::ImPlot::PushStyleColor(idx, reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API void cimgui::ImPlotPopStyleColor(void)
{
::ImPlot::PopStyleColor();
}
CIMGUI_API void cimgui::ImPlotPopStyleColorEx(int count)
{
::ImPlot::PopStyleColor(count);
}
CIMGUI_API void cimgui::ImPlotPushStyleVar(ImPlotStyleVar idx, float val)
{
::ImPlot::PushStyleVar(idx, val);
}
CIMGUI_API void cimgui::ImPlotPushStyleVarInt(ImPlotStyleVar idx, int val)
{
::ImPlot::PushStyleVar(idx, val);
}
CIMGUI_API void cimgui::ImPlotPushStyleVarImVec2(ImPlotStyleVar idx, ImVec2 val)
{
::ImPlot::PushStyleVar(idx, reinterpret_cast<const ::ImVec2&>(val));
}
CIMGUI_API void cimgui::ImPlotPopStyleVar(void)
{
::ImPlot::PopStyleVar();
}
CIMGUI_API void cimgui::ImPlotPopStyleVarEx(int count)
{
::ImPlot::PopStyleVar(count);
}
CIMGUI_API void cimgui::ImPlotSetNextLineStyle(void)
{
::ImPlot::SetNextLineStyle();
}
CIMGUI_API void cimgui::ImPlotSetNextLineStyleEx(ImVec4 col, float weight)
{
::ImPlot::SetNextLineStyle(reinterpret_cast<const ::ImVec4&>(col), weight);
}
CIMGUI_API void cimgui::ImPlotSetNextFillStyle(void)
{
::ImPlot::SetNextFillStyle();
}
CIMGUI_API void cimgui::ImPlotSetNextFillStyleEx(ImVec4 col, float alpha_mod)
{
::ImPlot::SetNextFillStyle(reinterpret_cast<const ::ImVec4&>(col), alpha_mod);
}
CIMGUI_API void cimgui::ImPlotSetNextMarkerStyle(void)
{
::ImPlot::SetNextMarkerStyle();
}
CIMGUI_API void cimgui::ImPlotSetNextMarkerStyleEx(ImPlotMarker marker, float size, ImVec4 fill, float weight, ImVec4 outline)
{
::ImPlot::SetNextMarkerStyle(marker, size, reinterpret_cast<const ::ImVec4&>(fill), weight, reinterpret_cast<const ::ImVec4&>(outline));
}
CIMGUI_API void cimgui::ImPlotSetNextErrorBarStyle(void)
{
::ImPlot::SetNextErrorBarStyle();
}
CIMGUI_API void cimgui::ImPlotSetNextErrorBarStyleEx(ImVec4 col, float size, float weight)
{
::ImPlot::SetNextErrorBarStyle(reinterpret_cast<const ::ImVec4&>(col), size, weight);
}
CIMGUI_API ImVec4 cimgui::ImPlotGetLastItemColor(void)
{
return ::ImPlot::GetLastItemColor();
}
CIMGUI_API const char* cimgui::ImPlotGetStyleColorName(ImPlotCol idx)
{
return ::ImPlot::GetStyleColorName(idx);
}
CIMGUI_API const char* cimgui::ImPlotGetMarkerName(ImPlotMarker idx)
{
return ::ImPlot::GetMarkerName(idx);
}
CIMGUI_API ImPlotColormap cimgui::ImPlotAddColormap(const char* name, const ImVec4* cols, int size)
{
return ::ImPlot::AddColormap(name, cols, size);
}
CIMGUI_API ImPlotColormap cimgui::ImPlotAddColormapEx(const char* name, const ImVec4* cols, int size, bool qual)
{
return ::ImPlot::AddColormap(name, cols, size, qual);
}
CIMGUI_API ImPlotColormap cimgui::ImPlotAddColormapImU32Ptr(const char* name, const ImU32* cols, int size)
{
return ::ImPlot::AddColormap(name, cols, size);
}
CIMGUI_API ImPlotColormap cimgui::ImPlotAddColormapImU32PtrEx(const char* name, const ImU32* cols, int size, bool qual)
{
return ::ImPlot::AddColormap(name, cols, size, qual);
}
CIMGUI_API int cimgui::ImPlotGetColormapCount(void)
{
return ::ImPlot::GetColormapCount();
}
CIMGUI_API const char* cimgui::ImPlotGetColormapName(ImPlotColormap cmap)
{
return ::ImPlot::GetColormapName(cmap);
}
CIMGUI_API ImPlotColormap cimgui::ImPlotGetColormapIndex(const char* name)
{
return ::ImPlot::GetColormapIndex(name);
}
CIMGUI_API void cimgui::ImPlotPushColormap(ImPlotColormap cmap)
{
::ImPlot::PushColormap(cmap);
}
CIMGUI_API void cimgui::ImPlotPushColormapStr(const char* name)
{
::ImPlot::PushColormap(name);
}
CIMGUI_API void cimgui::ImPlotPopColormap(void)
{
::ImPlot::PopColormap();
}
CIMGUI_API void cimgui::ImPlotPopColormapEx(int count)
{
::ImPlot::PopColormap(count);
}
CIMGUI_API ImVec4 cimgui::ImPlotNextColormapColor(void)
{
return ::ImPlot::NextColormapColor();
}
CIMGUI_API int cimgui::ImPlotGetColormapSize(void)
{
return ::ImPlot::GetColormapSize();
}
CIMGUI_API int cimgui::ImPlotGetColormapSizeEx(ImPlotColormap cmap)
{
return ::ImPlot::GetColormapSize(cmap);
}
CIMGUI_API ImVec4 cimgui::ImPlotGetColormapColor(int idx)
{
return ::ImPlot::GetColormapColor(idx);
}
CIMGUI_API ImVec4 cimgui::ImPlotGetColormapColorEx(int idx, ImPlotColormap cmap)
{
return ::ImPlot::GetColormapColor(idx, cmap);
}
CIMGUI_API ImVec4 cimgui::ImPlotSampleColormap(float t)
{
return ::ImPlot::SampleColormap(t);
}
CIMGUI_API ImVec4 cimgui::ImPlotSampleColormapEx(float t, ImPlotColormap cmap)
{
return ::ImPlot::SampleColormap(t, cmap);
}
CIMGUI_API void cimgui::ImPlotColormapScale(const char* label, double scale_min, double scale_max)
{
::ImPlot::ColormapScale(label, scale_min, scale_max);
}
CIMGUI_API void cimgui::ImPlotColormapScaleEx(const char* label, double scale_min, double scale_max, ImVec2 size, const char* format, ImPlotColormapScaleFlags flags, ImPlotColormap cmap)
{
::ImPlot::ColormapScale(label, scale_min, scale_max, reinterpret_cast<const ::ImVec2&>(size), format, flags, cmap);
}
CIMGUI_API bool cimgui::ImPlotColormapSlider(const char* label, float* t)
{
return ::ImPlot::ColormapSlider(label, t);
}
CIMGUI_API bool cimgui::ImPlotColormapSliderEx(const char* label, float* t, ImVec4* out, const char* format, ImPlotColormap cmap)
{
return ::ImPlot::ColormapSlider(label, t, out, format, cmap);
}
CIMGUI_API bool cimgui::ImPlotColormapButton(const char* label)
{
return ::ImPlot::ColormapButton(label);
}
CIMGUI_API bool cimgui::ImPlotColormapButtonEx(const char* label, ImVec2 size, ImPlotColormap cmap)
{
return ::ImPlot::ColormapButton(label, reinterpret_cast<const ::ImVec2&>(size), cmap);
}
CIMGUI_API void cimgui::ImPlotBustColorCache(void)
{
::ImPlot::BustColorCache();
}
CIMGUI_API void cimgui::ImPlotBustColorCacheEx(const char* plot_title_id)
{
::ImPlot::BustColorCache(plot_title_id);
}
CIMGUI_API cimgui::ImPlotInputMap* cimgui::ImPlotGetInputMap(void)
{
return reinterpret_cast<::cimgui::ImPlotInputMap*>(&::ImPlot::GetInputMap());
}
CIMGUI_API void cimgui::ImPlotMapInputDefault(void)
{
::ImPlot::MapInputDefault();
}
CIMGUI_API void cimgui::ImPlotMapInputDefaultEx(cimgui::ImPlotInputMap* dst)
{
::ImPlot::MapInputDefault(reinterpret_cast<::ImPlotInputMap*>(dst));
}
CIMGUI_API void cimgui::ImPlotMapInputReverse(void)
{
::ImPlot::MapInputReverse();
}
CIMGUI_API void cimgui::ImPlotMapInputReverseEx(cimgui::ImPlotInputMap* dst)
{
::ImPlot::MapInputReverse(reinterpret_cast<::ImPlotInputMap*>(dst));
}
CIMGUI_API void cimgui::ImPlotItemIcon(ImVec4 col)
{
::ImPlot::ItemIcon(reinterpret_cast<const ::ImVec4&>(col));
}
CIMGUI_API void cimgui::ImPlotItemIconImU32(ImU32 col)
{
::ImPlot::ItemIcon(col);
}
CIMGUI_API void cimgui::ImPlotColormapIcon(ImPlotColormap cmap)
{
::ImPlot::ColormapIcon(cmap);
}
CIMGUI_API ImDrawList* cimgui::ImPlotGetPlotDrawList(void)
{
return ::ImPlot::GetPlotDrawList();
}
CIMGUI_API void cimgui::ImPlotPushPlotClipRect(void)
{
::ImPlot::PushPlotClipRect();
}
CIMGUI_API void cimgui::ImPlotPushPlotClipRectEx(float expand)
{
::ImPlot::PushPlotClipRect(expand);
}
CIMGUI_API void cimgui::ImPlotPopPlotClipRect(void)
{
::ImPlot::PopPlotClipRect();
}
CIMGUI_API bool cimgui::ImPlotShowStyleSelector(const char* label)
{
return ::ImPlot::ShowStyleSelector(label);
}
CIMGUI_API bool cimgui::ImPlotShowColormapSelector(const char* label)
{
return ::ImPlot::ShowColormapSelector(label);
}
CIMGUI_API bool cimgui::ImPlotShowInputMapSelector(const char* label)
{
return ::ImPlot::ShowInputMapSelector(label);
}
CIMGUI_API void cimgui::ImPlotShowStyleEditor(void)
{
::ImPlot::ShowStyleEditor();
}
CIMGUI_API void cimgui::ImPlotShowStyleEditorEx(cimgui::ImPlotStyle* ref)
{
::ImPlot::ShowStyleEditor(reinterpret_cast<::ImPlotStyle*>(ref));
}
CIMGUI_API void cimgui::ImPlotShowUserGuide(void)
{
::ImPlot::ShowUserGuide();
}
CIMGUI_API void cimgui::ImPlotShowMetricsWindow(void)
{
::ImPlot::ShowMetricsWindow();
}
CIMGUI_API void cimgui::ImPlotShowMetricsWindowEx(bool* p_popen)
{
::ImPlot::ShowMetricsWindow(p_popen);
}
CIMGUI_API void cimgui::ImPlotShowDemoWindow(void)
{
::ImPlot::ShowDemoWindow();
}
CIMGUI_API void cimgui::ImPlotShowDemoWindowEx(bool* p_open)
{
::ImPlot::ShowDemoWindow(p_open);
}
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imconfig.h | //-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imstb_textedit.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.14.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
// Grep for [DEAR IMGUI] to find the changes.
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
// stb_textedit.h - v1.14 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
// widget; you implement display, word-wrapping, and low-level string
// insertion/deletion, and stb_textedit will map user inputs into
// insertions & deletions, plus updates to the cursor position,
// selection state, and undo state.
//
// It is intended for use in games and other systems that need to build
// their own custom widgets and which do not have heavy text-editing
// requirements (this library is not recommended for use for editing large
// texts, as its performance does not scale and it has limited undo).
//
// Non-trivial behaviors are modelled after Windows text controls.
//
//
// LICENSE
//
// See end of file for license information.
//
//
// DEPENDENCIES
//
// Uses the C runtime function 'memmove', which you can override
// by defining IMSTB_TEXTEDIT_memmove before the implementation.
// Uses no other functions. Performs no runtime allocations.
//
//
// VERSION HISTORY
//
// 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.9 (2016-08-27) customizable move-by-word
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
// 1.5 (2014-09-10) add support for secondary keys for OS X
// 1.4 (2014-08-17) fix signed/unsigned warnings
// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
// 1.2 (2014-05-27) fix some RAD types that had crept into the new code
// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
// 1.0 (2012-07-26) improve documentation, initial public release
// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode
// 0.2 (2011-11-28) fixes to undo/redo
// 0.1 (2010-07-08) initial version
//
// ADDITIONAL CONTRIBUTORS
//
// Ulf Winklemann: move-by-word in 1.1
// Fabian Giesen: secondary key inputs in 1.5
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
// Louis Schnellbach: page up/down in 1.14
//
// Bugfixes:
// Scott Graham
// Daniel Keller
// Omar Cornut
// Dan Thompson
//
// USAGE
//
// This file behaves differently depending on what symbols you define
// before including it.
//
//
// Header-file mode:
//
// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
// it will operate in "header file" mode. In this mode, it declares a
// single public symbol, STB_TexteditState, which encapsulates the current
// state of a text widget (except for the string, which you will store
// separately).
//
// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
// primitive type that defines a single character (e.g. char, wchar_t, etc).
//
// To save space or increase undo-ability, you can optionally define the
// following things that are used by the undo system:
//
// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position
// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
//
// If you don't define these, they are set to permissive types and
// moderate sizes. The undo system does no memory allocations, so
// it grows STB_TexteditState by the worst-case storage which is (in bytes):
//
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
//
//
// Implementation mode:
//
// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
// will compile the implementation of the text edit widget, depending
// on a large number of symbols which must be defined before the include.
//
// The implementation is defined only as static functions. You will then
// need to provide your own APIs in the same file which will access the
// static functions.
//
// The basic concept is that you provide a "string" object which
// behaves like an array of characters. stb_textedit uses indices to
// refer to positions in the string, implicitly representing positions
// in the displayed textedit. This is true for both plain text and
// rich text; even with rich text stb_truetype interacts with your
// code as if there was an array of all the displayed characters.
//
// Symbols that must be the same in header-file and implementation mode:
//
// STB_TEXTEDIT_CHARTYPE the character type
// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position
// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
//
// Symbols you must define for implementation mode:
//
// STB_TEXTEDIT_STRING the type of object representing a string being edited,
// typically this is a wrapper object with other data you need
//
// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1))
// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters
// starting from character #n (see discussion below)
// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character
// to the xpos of the i+1'th char for a line of characters
// starting at character #n (i.e. accounts for kerning
// with previous char)
// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character
// (return type is int, -1 means not valid to insert)
// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based
// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
// as manually wordwrapping for end-of-line positioning
//
// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
//
// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
//
// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left
// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
// STB_TEXTEDIT_K_UP keyboard input to move cursor up
// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END
// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor
// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor
// STB_TEXTEDIT_K_UNDO keyboard input to perform undo
// STB_TEXTEDIT_K_REDO keyboard input to perform redo
//
// Optional:
// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode
// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'),
// required for default WORDLEFT/WORDRIGHT handlers
// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to
// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to
// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT
// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT
// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line
// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
//
// Keyboard input must be encoded as a single integer value; e.g. a character code
// and some bitflags that represent shift states. to simplify the interface, SHIFT must
// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
//
// You can encode other things, such as CONTROL or ALT, in additional bits, and
// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
// API below. The control keys will only match WM_KEYDOWN events because of the
// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
// bit so it only decodes WM_CHAR events.
//
// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
// row of characters assuming they start on the i'th character--the width and
// the height and the number of characters consumed. This allows this library
// to traverse the entire layout incrementally. You need to compute word-wrapping
// here.
//
// Each textfield keeps its own insert mode state, which is not how normal
// applications work. To keep an app-wide insert mode, update/copy the
// "insert_mode" field of STB_TexteditState before/after calling API functions.
//
// API
//
// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
//
// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
//
// Each of these functions potentially updates the string and updates the
// state.
//
// initialize_state:
// set the textedit state to a known good default state when initially
// constructing the textedit.
//
// click:
// call this with the mouse x,y on a mouse down; it will update the cursor
// and reset the selection start/end to the cursor point. the x,y must
// be relative to the text widget, with (0,0) being the top left.
//
// drag:
// call this with the mouse x,y on a mouse drag/up; it will update the
// cursor and the selection end point
//
// cut:
// call this to delete the current selection; returns true if there was
// one. you should FIRST copy the current selection to the system paste buffer.
// (To copy, just copy the current selection out of the string yourself.)
//
// paste:
// call this to paste text at the current cursor point or over the current
// selection if there is one.
//
// key:
// call this for keyboard inputs sent to the textfield. you can use it
// for "key down" events or for "translated" key events. if you need to
// do both (as in Win32), or distinguish Unicode characters from control
// inputs, set a high bit to distinguish the two; then you can define the
// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
// anything other type you wante before including.
//
//
// When rendering, you can read the cursor position and selection state from
// the STB_TexteditState.
//
//
// Notes:
//
// This is designed to be usable in IMGUI, so it allows for the possibility of
// running in an IMGUI that has NOT cached the multi-line layout. For this
// reason, it provides an interface that is compatible with computing the
// layout incrementally--we try to make sure we make as few passes through
// as possible. (For example, to locate the mouse pointer in the text, we
// could define functions that return the X and Y positions of characters
// and binary search Y and then X, but if we're doing dynamic layout this
// will run the layout algorithm many times, so instead we manually search
// forward in one pass. Similar logic applies to e.g. up-arrow and
// down-arrow movement.)
//
// If it's run in a widget that *has* cached the layout, then this is less
// efficient, but it's not horrible on modern computers. But you wouldn't
// want to edit million-line files with it.
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////
//// Header-file mode
////
////
#ifndef INCLUDE_IMSTB_TEXTEDIT_H
#define INCLUDE_IMSTB_TEXTEDIT_H
////////////////////////////////////////////////////////////////////////
//
// STB_TexteditState
//
// Definition of STB_TexteditState which you should store
// per-textfield; it includes cursor position, selection state,
// and undo state.
//
#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT
#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99
#endif
#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT
#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999
#endif
#ifndef IMSTB_TEXTEDIT_CHARTYPE
#define IMSTB_TEXTEDIT_CHARTYPE int
#endif
#ifndef IMSTB_TEXTEDIT_POSITIONTYPE
#define IMSTB_TEXTEDIT_POSITIONTYPE int
#endif
typedef struct
{
// private data
IMSTB_TEXTEDIT_POSITIONTYPE where;
IMSTB_TEXTEDIT_POSITIONTYPE insert_length;
IMSTB_TEXTEDIT_POSITIONTYPE delete_length;
int char_storage;
} StbUndoRecord;
typedef struct
{
// private data
StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT];
IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT];
short undo_point, redo_point;
int undo_char_point, redo_char_point;
} StbUndoState;
typedef struct
{
/////////////////////
//
// public data
//
int cursor;
// position of the text cursor within the string
int select_start; // selection start point
int select_end;
// selection start and end point in characters; if equal, no selection.
// note that start may be less than or greater than end (e.g. when
// dragging the mouse, start is where the initial click was, and you
// can drag in either direction)
unsigned char insert_mode;
// each textfield keeps its own insert mode state. to keep an app-wide
// insert mode, copy this value in/out of the app state
int row_count_per_page;
// page size in number of row.
// this value MUST be set to >0 for pageup or pagedown in multilines documents.
/////////////////////
//
// private data
//
unsigned char cursor_at_end_of_line; // not implemented yet
unsigned char initialized;
unsigned char has_preferred_x;
unsigned char single_line;
unsigned char padding1, padding2, padding3;
float preferred_x; // this determines where the cursor up/down tries to seek to along x
StbUndoState undostate;
} STB_TexteditState;
////////////////////////////////////////////////////////////////////////
//
// StbTexteditRow
//
// Result of layout query, used by stb_textedit to determine where
// the text in each row is.
// result of layout query
typedef struct
{
float x0,x1; // starting x location, end x location (allows for align=right, etc)
float baseline_y_delta; // position of baseline relative to previous row's baseline
float ymin,ymax; // height of row above and below baseline
int num_chars;
} StbTexteditRow;
#endif //INCLUDE_IMSTB_TEXTEDIT_H
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////
//// Implementation mode
////
////
// implementation isn't include-guarded, since it might have indirectly
// included just the "header" portion
#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION
#ifndef IMSTB_TEXTEDIT_memmove
#include <string.h>
#define IMSTB_TEXTEDIT_memmove memmove
#endif
/////////////////////////////////////////////////////////////////////////////
//
// Mouse input handling
//
// traverse the layout to locate the nearest character to a display position
static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
{
StbTexteditRow r;
int n = STB_TEXTEDIT_STRINGLEN(str);
float base_y = 0, prev_x;
int i=0, k;
r.x0 = r.x1 = 0;
r.ymin = r.ymax = 0;
r.num_chars = 0;
// search rows to find one that straddles 'y'
while (i < n) {
STB_TEXTEDIT_LAYOUTROW(&r, str, i);
if (r.num_chars <= 0)
return n;
if (i==0 && y < base_y + r.ymin)
return 0;
if (y < base_y + r.ymax)
break;
i += r.num_chars;
base_y += r.baseline_y_delta;
}
// below all text, return 'after' last character
if (i >= n)
return n;
// check if it's before the beginning of the line
if (x < r.x0)
return i;
// check if it's before the end of the line
if (x < r.x1) {
// search characters in row for one that straddles 'x'
prev_x = r.x0;
for (k=0; k < r.num_chars; ++k) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) {
if (x < prev_x+w/2)
return k+i;
else
return k+i+1;
}
prev_x += w;
}
// shouldn't happen, but if it does, fall through to end-of-line case
}
// if the last character is a newline, return that. otherwise return 'after' the last character
if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
return i+r.num_chars-1;
else
return i+r.num_chars;
}
// API click: on mouse down, move the cursor to the clicked location, and reset the selection
static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
{
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text
if( state->single_line )
{
StbTexteditRow r;
STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
y = r.ymin;
}
state->cursor = stb_text_locate_coord(str, x, y);
state->select_start = state->cursor;
state->select_end = state->cursor;
state->has_preferred_x = 0;
}
// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
{
int p = 0;
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text
if( state->single_line )
{
StbTexteditRow r;
STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
y = r.ymin;
}
if (state->select_start == state->select_end)
state->select_start = state->cursor;
p = stb_text_locate_coord(str, x, y);
state->cursor = state->select_end = p;
}
/////////////////////////////////////////////////////////////////////////////
//
// Keyboard input handling
//
// forward declarations
static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state);
static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
typedef struct
{
float x,y; // position of n'th character
float height; // height of line
int first_char, length; // first char of row, and length
int prev_first; // first char of previous row
} StbFindState;
// find the x/y location of a character, and remember info about the previous row in
// case we get a move-up event (for page up, we'll have to rescan)
static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line)
{
StbTexteditRow r;
int prev_start = 0;
int z = STB_TEXTEDIT_STRINGLEN(str);
int i=0, first;
if (n == z && single_line) {
// special case if it's at the end (may not be needed?)
STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
find->y = 0;
find->first_char = 0;
find->length = z;
find->height = r.ymax - r.ymin;
find->x = r.x1;
return;
}
// search rows to find the one that straddles character n
find->y = 0;
for(;;) {
STB_TEXTEDIT_LAYOUTROW(&r, str, i);
if (n < i + r.num_chars)
break;
if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line
break; // [DEAR IMGUI]
prev_start = i;
i += r.num_chars;
find->y += r.baseline_y_delta;
if (i == z) // [DEAR IMGUI]
{
r.num_chars = 0; // [DEAR IMGUI]
break; // [DEAR IMGUI]
}
}
find->first_char = first = i;
find->length = r.num_chars;
find->height = r.ymax - r.ymin;
find->prev_first = prev_start;
// now scan to find xpos
find->x = r.x0;
for (i=0; first+i < n; ++i)
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
}
#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end)
// make the selection/cursor state valid if client altered the string
static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
int n = STB_TEXTEDIT_STRINGLEN(str);
if (STB_TEXT_HAS_SELECTION(state)) {
if (state->select_start > n) state->select_start = n;
if (state->select_end > n) state->select_end = n;
// if clamping forced them to be equal, move the cursor to match
if (state->select_start == state->select_end)
state->cursor = state->select_start;
}
if (state->cursor > n) state->cursor = n;
}
// delete characters while updating undo
static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
{
stb_text_makeundo_delete(str, state, where, len);
STB_TEXTEDIT_DELETECHARS(str, where, len);
state->has_preferred_x = 0;
}
// delete the section
static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
stb_textedit_clamp(str, state);
if (STB_TEXT_HAS_SELECTION(state)) {
if (state->select_start < state->select_end) {
stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
state->select_end = state->cursor = state->select_start;
} else {
stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
state->select_start = state->cursor = state->select_end;
}
state->has_preferred_x = 0;
}
}
// canoncialize the selection so start <= end
static void stb_textedit_sortselection(STB_TexteditState *state)
{
if (state->select_end < state->select_start) {
int temp = state->select_end;
state->select_end = state->select_start;
state->select_start = temp;
}
}
// move cursor to first character of selection
static void stb_textedit_move_to_first(STB_TexteditState *state)
{
if (STB_TEXT_HAS_SELECTION(state)) {
stb_textedit_sortselection(state);
state->cursor = state->select_start;
state->select_end = state->select_start;
state->has_preferred_x = 0;
}
}
// move cursor to last character of selection
static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
if (STB_TEXT_HAS_SELECTION(state)) {
stb_textedit_sortselection(state);
stb_textedit_clamp(str, state);
state->cursor = state->select_end;
state->select_start = state->select_end;
state->has_preferred_x = 0;
}
}
#ifdef STB_TEXTEDIT_IS_SPACE
static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
{
return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
}
#ifndef STB_TEXTEDIT_MOVEWORDLEFT
static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
{
--c; // always move at least one character
while( c >= 0 && !is_word_boundary( str, c ) )
--c;
if( c < 0 )
c = 0;
return c;
}
#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
#endif
#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
{
const int len = STB_TEXTEDIT_STRINGLEN(str);
++c; // always move at least one character
while( c < len && !is_word_boundary( str, c ) )
++c;
if( c > len )
c = len;
return c;
}
#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
#endif
#endif
// update selection and cursor to match each other
static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
{
if (!STB_TEXT_HAS_SELECTION(state))
state->select_start = state->select_end = state->cursor;
else
state->cursor = state->select_end;
}
// API cut: delete selection
static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
if (STB_TEXT_HAS_SELECTION(state)) {
stb_textedit_delete_selection(str,state); // implicitly clamps
state->has_preferred_x = 0;
return 1;
}
return 0;
}
// API paste: replace existing selection with passed-in text
static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len)
{
// if there's a selection, the paste should delete it
stb_textedit_clamp(str, state);
stb_textedit_delete_selection(str,state);
// try to insert the characters
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
stb_text_makeundo_insert(state, state->cursor, len);
state->cursor += len;
state->has_preferred_x = 0;
return 1;
}
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0;
}
#ifndef STB_TEXTEDIT_KEYTYPE
#define STB_TEXTEDIT_KEYTYPE int
#endif
// API key: process a keyboard input
static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
{
retry:
switch (key) {
default: {
int c = STB_TEXTEDIT_KEYTOTEXT(key);
if (c > 0) {
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c;
// can't add newline in single-line mode
if (c == '\n' && state->single_line)
break;
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
++state->cursor;
state->has_preferred_x = 0;
}
} else {
stb_textedit_delete_selection(str,state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
state->has_preferred_x = 0;
}
}
}
break;
}
#ifdef STB_TEXTEDIT_K_INSERT
case STB_TEXTEDIT_K_INSERT:
state->insert_mode = !state->insert_mode;
break;
#endif
case STB_TEXTEDIT_K_UNDO:
stb_text_undo(str, state);
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_REDO:
stb_text_redo(str, state);
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_LEFT:
// if currently there's a selection, move cursor to start of selection
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
else
if (state->cursor > 0)
--state->cursor;
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_RIGHT:
// if currently there's a selection, move cursor to end of selection
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
else
++state->cursor;
stb_textedit_clamp(str, state);
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state);
// move selection left
if (state->select_end > 0)
--state->select_end;
state->cursor = state->select_end;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_MOVEWORDLEFT
case STB_TEXTEDIT_K_WORDLEFT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
else {
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
stb_textedit_clamp( str, state );
}
break;
case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
if( !STB_TEXT_HAS_SELECTION( state ) )
stb_textedit_prep_selection_at_cursor(state);
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
state->select_end = state->cursor;
stb_textedit_clamp( str, state );
break;
#endif
#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
case STB_TEXTEDIT_K_WORDRIGHT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
else {
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
stb_textedit_clamp( str, state );
}
break;
case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
if( !STB_TEXT_HAS_SELECTION( state ) )
stb_textedit_prep_selection_at_cursor(state);
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
state->select_end = state->cursor;
stb_textedit_clamp( str, state );
break;
#endif
case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
stb_textedit_prep_selection_at_cursor(state);
// move selection right
++state->select_end;
stb_textedit_clamp(str, state);
state->cursor = state->select_end;
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_DOWN:
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
case STB_TEXTEDIT_K_PGDOWN:
case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
StbFindState find;
StbTexteditRow row;
int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
int row_count = is_page ? state->row_count_per_page : 1;
if (!is_page && state->single_line) {
// on windows, up&down in single-line behave like left&right
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry;
}
if (sel)
stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
// compute current position of cursor point
stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
for (j = 0; j < row_count; ++j) {
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
int start = find.first_char + find.length;
if (find.length == 0)
break;
// [DEAR IMGUI]
// going down while being on the last line shouldn't bring us to that line end
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
break;
// now find character position down a row
state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0;
for (i=0; i < row.num_chars; ++i) {
float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break;
#endif
x += dx;
if (x > goal_x)
break;
++state->cursor;
}
stb_textedit_clamp(str, state);
state->has_preferred_x = 1;
state->preferred_x = goal_x;
if (sel)
state->select_end = state->cursor;
// go to next line
find.first_char = find.first_char + find.length;
find.length = row.num_chars;
}
break;
}
case STB_TEXTEDIT_K_UP:
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
case STB_TEXTEDIT_K_PGUP:
case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
StbFindState find;
StbTexteditRow row;
int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
int row_count = is_page ? state->row_count_per_page : 1;
if (!is_page && state->single_line) {
// on windows, up&down become left&right
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry;
}
if (sel)
stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
// compute current position of cursor point
stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
for (j = 0; j < row_count; ++j) {
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
// can only go up if there's a previous row
if (find.prev_first == find.first_char)
break;
// now find character position up a row
state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0;
for (i=0; i < row.num_chars; ++i) {
float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break;
#endif
x += dx;
if (x > goal_x)
break;
++state->cursor;
}
stb_textedit_clamp(str, state);
state->has_preferred_x = 1;
state->preferred_x = goal_x;
if (sel)
state->select_end = state->cursor;
// go to previous line
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
--prev_scan;
find.first_char = find.prev_first;
find.prev_first = prev_scan;
}
break;
}
case STB_TEXTEDIT_K_DELETE:
case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_delete_selection(str, state);
else {
int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->cursor < n)
stb_textedit_delete(str, state, state->cursor, 1);
}
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_BACKSPACE:
case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_delete_selection(str, state);
else {
stb_textedit_clamp(str, state);
if (state->cursor > 0) {
stb_textedit_delete(str, state, state->cursor-1, 1);
--state->cursor;
}
}
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTSTART2
case STB_TEXTEDIT_K_TEXTSTART2:
#endif
case STB_TEXTEDIT_K_TEXTSTART:
state->cursor = state->select_start = state->select_end = 0;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTEND2
case STB_TEXTEDIT_K_TEXTEND2:
#endif
case STB_TEXTEDIT_K_TEXTEND:
state->cursor = STB_TEXTEDIT_STRINGLEN(str);
state->select_start = state->select_end = 0;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTSTART2
case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
stb_textedit_prep_selection_at_cursor(state);
state->cursor = state->select_end = 0;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTEND2
case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
stb_textedit_prep_selection_at_cursor(state);
state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_LINESTART2
case STB_TEXTEDIT_K_LINESTART2:
#endif
case STB_TEXTEDIT_K_LINESTART:
stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state);
if (state->single_line)
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_LINEEND2
case STB_TEXTEDIT_K_LINEEND2:
#endif
case STB_TEXTEDIT_K_LINEEND: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state);
if (state->single_line)
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->has_preferred_x = 0;
break;
}
#ifdef STB_TEXTEDIT_K_LINESTART2
case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state);
if (state->single_line)
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->select_end = state->cursor;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_LINEEND2
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state);
if (state->single_line)
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->select_end = state->cursor;
state->has_preferred_x = 0;
break;
}
}
}
/////////////////////////////////////////////////////////////////////////////
//
// Undo processing
//
// @OPTIMIZE: the undo/redo buffer should be circular
static void stb_textedit_flush_redo(StbUndoState *state)
{
state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
}
// discard the oldest entry in the undo list
static void stb_textedit_discard_undo(StbUndoState *state)
{
if (state->undo_point > 0) {
// if the 0th undo state has characters, clean those up
if (state->undo_rec[0].char_storage >= 0) {
int n = state->undo_rec[0].insert_length, i;
// delete n characters from all other records
state->undo_char_point -= n;
IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
for (i=0; i < state->undo_point; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it
}
--state->undo_point;
IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
}
}
// discard the oldest entry in the redo list--it's bad if this
// ever happens, but because undo & redo have to store the actual
// characters in different cases, the redo character buffer can
// fill up even though the undo buffer didn't
static void stb_textedit_discard_redo(StbUndoState *state)
{
int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1;
if (state->redo_point <= k) {
// if the k'th undo state has characters, clean those up
if (state->undo_rec[k].char_storage >= 0) {
int n = state->undo_rec[k].insert_length, i;
// move the remaining redo character data to the end of the buffer
state->redo_char_point += n;
IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE)));
// adjust the position of all the other records to account for above memmove
for (i=state->redo_point; i < k; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage += n;
}
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
// [DEAR IMGUI]
size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
// now move redo_point to point to the new one
++state->redo_point;
}
}
static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
{
// any time we create a new undo record, we discard redo
stb_textedit_flush_redo(state);
// if we have no free records, we have to make room, by sliding the
// existing records down
if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
stb_textedit_discard_undo(state);
// if the characters to store won't possibly fit in the buffer, we can't undo
if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
state->undo_point = 0;
state->undo_char_point = 0;
return NULL;
}
// if we don't have enough free characters in the buffer, we have to make room
while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT)
stb_textedit_discard_undo(state);
return &state->undo_rec[state->undo_point++];
}
static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
{
StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
if (r == NULL)
return NULL;
r->where = pos;
r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len;
r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len;
if (insert_len == 0) {
r->char_storage = -1;
return NULL;
} else {
r->char_storage = state->undo_char_point;
state->undo_char_point += insert_len;
return &state->undo_char[r->char_storage];
}
}
static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
StbUndoState *s = &state->undostate;
StbUndoRecord u, *r;
if (s->undo_point == 0)
return;
// we need to do two things: apply the undo record, and create a redo record
u = s->undo_rec[s->undo_point-1];
r = &s->undo_rec[s->redo_point-1];
r->char_storage = -1;
r->insert_length = u.delete_length;
r->delete_length = u.insert_length;
r->where = u.where;
if (u.delete_length) {
// if the undo record says to delete characters, then the redo record will
// need to re-insert the characters that get deleted, so we need to store
// them.
// there are three cases:
// there's enough room to store the characters
// characters stored for *redoing* don't leave room for redo
// characters stored for *undoing* don't leave room for redo
// if the last is true, we have to bail
if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) {
// the undo records take up too much character space; there's no space to store the redo characters
r->insert_length = 0;
} else {
int i;
// there's definitely room to store the characters eventually
while (s->undo_char_point + u.delete_length > s->redo_char_point) {
// should never happen:
if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
return;
// there's currently not enough room, so discard a redo record
stb_textedit_discard_redo(s);
}
r = &s->undo_rec[s->redo_point-1];
r->char_storage = s->redo_char_point - u.delete_length;
s->redo_char_point = s->redo_char_point - u.delete_length;
// now save the characters
for (i=0; i < u.delete_length; ++i)
s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
}
// now we can carry out the deletion
STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
}
// check type of recorded action:
if (u.insert_length) {
// easy case: was a deletion, so we need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
s->undo_char_point -= u.insert_length;
}
state->cursor = u.where + u.insert_length;
s->undo_point--;
s->redo_point--;
}
static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
StbUndoState *s = &state->undostate;
StbUndoRecord *u, r;
if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT)
return;
// we need to do two things: apply the redo record, and create an undo record
u = &s->undo_rec[s->undo_point];
r = s->undo_rec[s->redo_point];
// we KNOW there must be room for the undo record, because the redo record
// was derived from an undo record
u->delete_length = r.insert_length;
u->insert_length = r.delete_length;
u->where = r.where;
u->char_storage = -1;
if (r.delete_length) {
// the redo record requires us to delete characters, so the undo record
// needs to store the characters
if (s->undo_char_point + u->insert_length > s->redo_char_point) {
u->insert_length = 0;
u->delete_length = 0;
} else {
int i;
u->char_storage = s->undo_char_point;
s->undo_char_point = s->undo_char_point + u->insert_length;
// now save the characters
for (i=0; i < u->insert_length; ++i)
s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
}
STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
}
if (r.insert_length) {
// easy case: need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
s->redo_char_point += r.insert_length;
}
state->cursor = r.where + r.insert_length;
s->undo_point++;
s->redo_point++;
}
static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
{
stb_text_createundo(&state->undostate, where, 0, length);
}
static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
{
int i;
IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
if (p) {
for (i=0; i < length; ++i)
p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
}
}
static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
{
int i;
IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
if (p) {
for (i=0; i < old_length; ++i)
p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
}
}
// reset the state to default
static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
{
state->undostate.undo_point = 0;
state->undostate.undo_char_point = 0;
state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT;
state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT;
state->select_end = state->select_start = 0;
state->cursor = 0;
state->has_preferred_x = 0;
state->preferred_x = 0;
state->cursor_at_end_of_line = 0;
state->initialized = 1;
state->single_line = (unsigned char) is_single_line;
state->insert_mode = 0;
state->row_count_per_page = 0;
}
// API initialize
static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
{
stb_textedit_clear_state(state, is_single_line);
}
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wcast-qual"
#endif
static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len)
{
return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len);
}
#if defined(__GNUC__) || defined(__clang__)
#pragma GCC diagnostic pop
#endif
#endif//IMSTB_TEXTEDIT_IMPLEMENTATION
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_opengl3.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#ifndef IMGUI_DISABLE
typedef struct ImDrawData_t ImDrawData;
// Backend API
CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_Init(void); // Implied glsl_version = nullptr
CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_InitEx(const char* glsl_version /* = nullptr */);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateFontsTexture(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_DestroyFontsTexture(void);
CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_DestroyDeviceObjects(void);
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2)\
&&!defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif // #if defined(__APPLE__)
#if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#else
#if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif // #if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)
#endif // #if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))
#endif // #if !defined(IMGUI_IMPL_OPENGL_ES2) &&!defined(IMGUI_IMPL_OPENGL_ES3)
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/LICENSE.txt | The MIT License (MIT)
Copyright (c) 2014-2024 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_memory_editor.h | // Mini memory editor for Dear ImGui (to embed in your game/tools)
// Get latest version at http://www.github.com/ocornut/imgui_club
//
// Right-click anywhere to access the Options menu!
// You can adjust the keyboard repeat delay/rate in ImGuiIO.
// The code assume a mono-space font for simplicity!
// If you don't use the default font, use ImGui::PushFont()/PopFont() to switch to a mono-space font before calling this.
//
// Usage:
// // Create a window and draw memory editor inside it:
// static MemoryEditor mem_edit_1;
// static char data[0x10000];
// size_t data_size = 0x10000;
// mem_edit_1.DrawWindow("Memory Editor", data, data_size);
//
// Usage:
// // If you already have a window, use DrawContents() instead:
// static MemoryEditor mem_edit_2;
// ImGui::Begin("MyWindow")
// mem_edit_2.DrawContents(this, sizeof(*this), (size_t)this);
// ImGui::End();
//
// Changelog:
// - v0.10: initial version
// - v0.23 (2017/08/17): added to github. fixed right-arrow triggering a byte write.
// - v0.24 (2018/06/02): changed DragInt("Rows" to use a %d data format (which is desirable since imgui 1.61).
// - v0.25 (2018/07/11): fixed wording: all occurrences of "Rows" renamed to "Columns".
// - v0.26 (2018/08/02): fixed clicking on hex region
// - v0.30 (2018/08/02): added data preview for common data types
// - v0.31 (2018/10/10): added OptUpperCaseHex option to select lower/upper casing display [@samhocevar]
// - v0.32 (2018/10/10): changed signatures to use void* instead of unsigned char*
// - v0.33 (2018/10/10): added OptShowOptions option to hide all the interactive option setting.
// - v0.34 (2019/05/07): binary preview now applies endianness setting [@nicolasnoble]
// - v0.35 (2020/01/29): using ImGuiDataType available since Dear ImGui 1.69.
// - v0.36 (2020/05/05): minor tweaks, minor refactor.
// - v0.40 (2020/10/04): fix misuse of ImGuiListClipper API, broke with Dear ImGui 1.79. made cursor position appears on left-side of edit box. option popup appears on mouse release. fix MSVC warnings where _CRT_SECURE_NO_WARNINGS wasn't working in recent versions.
// - v0.41 (2020/10/05): fix when using with keyboard/gamepad navigation enabled.
// - v0.42 (2020/10/14): fix for . character in ASCII view always being greyed out.
// - v0.43 (2021/03/12): added OptFooterExtraHeight to allow for custom drawing at the bottom of the editor [@leiradel]
// - v0.44 (2021/03/12): use ImGuiInputTextFlags_AlwaysOverwrite in 1.82 + fix hardcoded width.
// - v0.50 (2021/11/12): various fixes for recent dear imgui versions (fixed misuse of clipper, relying on SetKeyboardFocusHere() handling scrolling from 1.85). added default size.
//
// Todo/Bugs:
// - This is generally old/crappy code, it should work but isn't very good.. to be rewritten some day.
// - PageUp/PageDown are supported because we use _NoNav. This is a good test scenario for working out idioms of how to mix natural nav and our own...
// - Arrows are being sent to the InputText() about to disappear which for LeftArrow makes the text cursor appear at position 1 for one frame.
// - Using InputText() is awkward and maybe overkill here, consider implementing something custom.
#pragma once
#include <stdio.h> // sprintf, scanf
#include <stdint.h> // uint8_t, etc.
#ifdef _MSC_VER
#define _PRISizeT "I"
#define ImSnprintf _snprintf
#else
#define _PRISizeT "z"
#define ImSnprintf snprintf
#endif
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4996) // warning C4996: 'sprintf': This function or variable may be unsafe.
#endif
struct MemoryEditor
{
enum DataFormat
{
DataFormat_Bin = 0,
DataFormat_Dec = 1,
DataFormat_Hex = 2,
DataFormat_COUNT
};
// Settings
bool Open; // = true // set to false when DrawWindow() was closed. ignore if not using DrawWindow().
bool ReadOnly; // = false // disable any editing.
int Cols; // = 16 // number of columns to display.
bool OptShowOptions; // = true // display options button/context menu. when disabled, options will be locked unless you provide your own UI for them.
bool OptShowDataPreview; // = false // display a footer previewing the decimal/binary/hex/float representation of the currently selected bytes.
bool OptShowHexII; // = false // display values in HexII representation instead of regular hexadecimal: hide null/zero bytes, ascii values as ".X".
bool OptShowAscii; // = true // display ASCII representation on the right side.
bool OptGreyOutZeroes; // = true // display null/zero bytes using the TextDisabled color.
bool OptUpperCaseHex; // = true // display hexadecimal values as "FF" instead of "ff".
int OptMidColsCount; // = 8 // set to 0 to disable extra spacing between every mid-cols.
int OptAddrDigitsCount; // = 0 // number of addr digits to display (default calculated based on maximum displayed addr).
float OptFooterExtraHeight; // = 0 // space to reserve at the bottom of the widget to add custom widgets
ImU32 HighlightColor; // // background color of highlighted bytes.
ImU8 (*ReadFn)(const ImU8* data, size_t off); // = 0 // optional handler to read bytes.
void (*WriteFn)(ImU8* data, size_t off, ImU8 d); // = 0 // optional handler to write bytes.
bool (*HighlightFn)(const ImU8* data, size_t off);//= 0 // optional handler to return Highlight property (to support non-contiguous highlighting).
// [Internal State]
bool ContentsWidthChanged;
size_t DataPreviewAddr;
size_t DataEditingAddr;
bool DataEditingTakeFocus;
char DataInputBuf[32];
char AddrInputBuf[32];
size_t GotoAddr;
size_t HighlightMin, HighlightMax;
int PreviewEndianess;
ImGuiDataType PreviewDataType;
MemoryEditor()
{
// Settings
Open = true;
ReadOnly = false;
Cols = 16;
OptShowOptions = true;
OptShowDataPreview = false;
OptShowHexII = false;
OptShowAscii = true;
OptGreyOutZeroes = true;
OptUpperCaseHex = true;
OptMidColsCount = 8;
OptAddrDigitsCount = 0;
OptFooterExtraHeight = 0.0f;
HighlightColor = IM_COL32(255, 255, 255, 50);
ReadFn = NULL;
WriteFn = NULL;
HighlightFn = NULL;
// State/Internals
ContentsWidthChanged = false;
DataPreviewAddr = DataEditingAddr = (size_t)-1;
DataEditingTakeFocus = false;
memset(DataInputBuf, 0, sizeof(DataInputBuf));
memset(AddrInputBuf, 0, sizeof(AddrInputBuf));
GotoAddr = (size_t)-1;
HighlightMin = HighlightMax = (size_t)-1;
PreviewEndianess = 0;
PreviewDataType = ImGuiDataType_S32;
}
void GotoAddrAndHighlight(size_t addr_min, size_t addr_max)
{
GotoAddr = addr_min;
HighlightMin = addr_min;
HighlightMax = addr_max;
}
struct Sizes
{
int AddrDigitsCount;
float LineHeight;
float GlyphWidth;
float HexCellWidth;
float SpacingBetweenMidCols;
float PosHexStart;
float PosHexEnd;
float PosAsciiStart;
float PosAsciiEnd;
float WindowWidth;
Sizes() { memset(this, 0, sizeof(*this)); }
};
void CalcSizes(Sizes& s, size_t mem_size, size_t base_display_addr)
{
ImGuiStyle& style = ImGui::GetStyle();
s.AddrDigitsCount = OptAddrDigitsCount;
if (s.AddrDigitsCount == 0)
for (size_t n = base_display_addr + mem_size - 1; n > 0; n >>= 4)
s.AddrDigitsCount++;
s.LineHeight = ImGui::GetTextLineHeight();
s.GlyphWidth = ImGui::CalcTextSize("F").x + 1; // We assume the font is mono-space
s.HexCellWidth = (float)(int)(s.GlyphWidth * 2.5f); // "FF " we include trailing space in the width to easily catch clicks everywhere
s.SpacingBetweenMidCols = (float)(int)(s.HexCellWidth * 0.25f); // Every OptMidColsCount columns we add a bit of extra spacing
s.PosHexStart = (s.AddrDigitsCount + 2) * s.GlyphWidth;
s.PosHexEnd = s.PosHexStart + (s.HexCellWidth * Cols);
s.PosAsciiStart = s.PosAsciiEnd = s.PosHexEnd;
if (OptShowAscii)
{
s.PosAsciiStart = s.PosHexEnd + s.GlyphWidth * 1;
if (OptMidColsCount > 0)
s.PosAsciiStart += (float)((Cols + OptMidColsCount - 1) / OptMidColsCount) * s.SpacingBetweenMidCols;
s.PosAsciiEnd = s.PosAsciiStart + Cols * s.GlyphWidth;
}
s.WindowWidth = s.PosAsciiEnd + style.ScrollbarSize + style.WindowPadding.x * 2 + s.GlyphWidth;
}
// Standalone Memory Editor window
void DrawWindow(const char* title, void* mem_data, size_t mem_size, size_t base_display_addr = 0x0000)
{
Sizes s;
CalcSizes(s, mem_size, base_display_addr);
ImGui::SetNextWindowSize(ImVec2(s.WindowWidth, s.WindowWidth * 0.60f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, 0.0f), ImVec2(s.WindowWidth, FLT_MAX));
Open = true;
if (ImGui::Begin(title, &Open, ImGuiWindowFlags_NoScrollbar))
{
if (ImGui::IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) && ImGui::IsMouseReleased(ImGuiMouseButton_Right))
ImGui::OpenPopup("context");
DrawContents(mem_data, mem_size, base_display_addr);
if (ContentsWidthChanged)
{
CalcSizes(s, mem_size, base_display_addr);
ImGui::SetWindowSize(ImVec2(s.WindowWidth, ImGui::GetWindowSize().y));
}
}
ImGui::End();
}
// Memory Editor contents only
void DrawContents(void* mem_data_void, size_t mem_size, size_t base_display_addr = 0x0000)
{
if (Cols < 1)
Cols = 1;
ImU8* mem_data = (ImU8*)mem_data_void;
Sizes s;
CalcSizes(s, mem_size, base_display_addr);
ImGuiStyle& style = ImGui::GetStyle();
// We begin into our scrolling region with the 'ImGuiWindowFlags_NoMove' in order to prevent click from moving the window.
// This is used as a facility since our main click detection code doesn't assign an ActiveId so the click would normally be caught as a window-move.
const float height_separator = style.ItemSpacing.y;
float footer_height = OptFooterExtraHeight;
if (OptShowOptions)
footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1;
if (OptShowDataPreview)
footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1 + ImGui::GetTextLineHeightWithSpacing() * 3;
ImGui::BeginChild("##scrolling", ImVec2(0, -footer_height), false, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoNav);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
// We are not really using the clipper API correctly here, because we rely on visible_start_addr/visible_end_addr for our scrolling function.
const int line_total_count = (int)((mem_size + Cols - 1) / Cols);
ImGuiListClipper clipper;
clipper.Begin(line_total_count, s.LineHeight);
bool data_next = false;
if (ReadOnly || DataEditingAddr >= mem_size)
DataEditingAddr = (size_t)-1;
if (DataPreviewAddr >= mem_size)
DataPreviewAddr = (size_t)-1;
size_t preview_data_type_size = OptShowDataPreview ? DataTypeGetSize(PreviewDataType) : 0;
size_t data_editing_addr_next = (size_t)-1;
if (DataEditingAddr != (size_t)-1)
{
// Move cursor but only apply on next frame so scrolling with be synchronized (because currently we can't change the scrolling while the window is being rendered)
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_UpArrow)) && (ptrdiff_t)DataEditingAddr >= (ptrdiff_t)Cols) { data_editing_addr_next = DataEditingAddr - Cols; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_DownArrow)) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - Cols) { data_editing_addr_next = DataEditingAddr + Cols; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)) && (ptrdiff_t)DataEditingAddr > (ptrdiff_t)0) { data_editing_addr_next = DataEditingAddr - 1; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - 1) { data_editing_addr_next = DataEditingAddr + 1; }
}
// Draw vertical separator
ImVec2 window_pos = ImGui::GetWindowPos();
if (OptShowAscii)
draw_list->AddLine(ImVec2(window_pos.x + s.PosAsciiStart - s.GlyphWidth, window_pos.y), ImVec2(window_pos.x + s.PosAsciiStart - s.GlyphWidth, window_pos.y + 9999), ImGui::GetColorU32(ImGuiCol_Border));
const ImU32 color_text = ImGui::GetColorU32(ImGuiCol_Text);
const ImU32 color_disabled = OptGreyOutZeroes ? ImGui::GetColorU32(ImGuiCol_TextDisabled) : color_text;
const char* format_address = OptUpperCaseHex ? "%0*" _PRISizeT "X: " : "%0*" _PRISizeT "x: ";
const char* format_data = OptUpperCaseHex ? "%0*" _PRISizeT "X" : "%0*" _PRISizeT "x";
const char* format_byte = OptUpperCaseHex ? "%02X" : "%02x";
const char* format_byte_space = OptUpperCaseHex ? "%02X " : "%02x ";
while (clipper.Step())
for (int line_i = clipper.DisplayStart; line_i < clipper.DisplayEnd; line_i++) // display only visible lines
{
size_t addr = (size_t)(line_i * Cols);
ImGui::Text(format_address, s.AddrDigitsCount, base_display_addr + addr);
// Draw Hexadecimal
for (int n = 0; n < Cols && addr < mem_size; n++, addr++)
{
float byte_pos_x = s.PosHexStart + s.HexCellWidth * n;
if (OptMidColsCount > 0)
byte_pos_x += (float)(n / OptMidColsCount) * s.SpacingBetweenMidCols;
ImGui::SameLine(byte_pos_x);
// Draw highlight
bool is_highlight_from_user_range = (addr >= HighlightMin && addr < HighlightMax);
bool is_highlight_from_user_func = (HighlightFn && HighlightFn(mem_data, addr));
bool is_highlight_from_preview = (addr >= DataPreviewAddr && addr < DataPreviewAddr + preview_data_type_size);
if (is_highlight_from_user_range || is_highlight_from_user_func || is_highlight_from_preview)
{
ImVec2 pos = ImGui::GetCursorScreenPos();
float highlight_width = s.GlyphWidth * 2;
bool is_next_byte_highlighted = (addr + 1 < mem_size) && ((HighlightMax != (size_t)-1 && addr + 1 < HighlightMax) || (HighlightFn && HighlightFn(mem_data, addr + 1)));
if (is_next_byte_highlighted || (n + 1 == Cols))
{
highlight_width = s.HexCellWidth;
if (OptMidColsCount > 0 && n > 0 && (n + 1) < Cols && ((n + 1) % OptMidColsCount) == 0)
highlight_width += s.SpacingBetweenMidCols;
}
draw_list->AddRectFilled(pos, ImVec2(pos.x + highlight_width, pos.y + s.LineHeight), HighlightColor);
}
if (DataEditingAddr == addr)
{
// Display text input on current byte
bool data_write = false;
ImGui::PushID((void*)addr);
if (DataEditingTakeFocus)
{
ImGui::SetKeyboardFocusHere(0);
sprintf(AddrInputBuf, format_data, s.AddrDigitsCount, base_display_addr + addr);
sprintf(DataInputBuf, format_byte, ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]);
}
struct UserData
{
// FIXME: We should have a way to retrieve the text edit cursor position more easily in the API, this is rather tedious. This is such a ugly mess we may be better off not using InputText() at all here.
static int Callback(ImGuiInputTextCallbackData* data)
{
UserData* user_data = (UserData*)data->UserData;
if (!data->HasSelection())
user_data->CursorPos = data->CursorPos;
if (data->SelectionStart == 0 && data->SelectionEnd == data->BufTextLen)
{
// When not editing a byte, always refresh its InputText content pulled from underlying memory data
// (this is a bit tricky, since InputText technically "owns" the master copy of the buffer we edit it in there)
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, user_data->CurrentBufOverwrite);
data->SelectionStart = 0;
data->SelectionEnd = 2;
data->CursorPos = 0;
}
return 0;
}
char CurrentBufOverwrite[3]; // Input
int CursorPos; // Output
};
UserData user_data;
user_data.CursorPos = -1;
sprintf(user_data.CurrentBufOverwrite, format_byte, ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoHorizontalScroll | ImGuiInputTextFlags_CallbackAlways;
#if IMGUI_VERSION_NUM >= 18104
flags |= ImGuiInputTextFlags_AlwaysOverwrite;
#else
flags |= ImGuiInputTextFlags_AlwaysInsertMode;
#endif
ImGui::SetNextItemWidth(s.GlyphWidth * 2);
if (ImGui::InputText("##data", DataInputBuf, IM_ARRAYSIZE(DataInputBuf), flags, UserData::Callback, &user_data))
data_write = data_next = true;
else if (!DataEditingTakeFocus && !ImGui::IsItemActive())
DataEditingAddr = data_editing_addr_next = (size_t)-1;
DataEditingTakeFocus = false;
if (user_data.CursorPos >= 2)
data_write = data_next = true;
if (data_editing_addr_next != (size_t)-1)
data_write = data_next = false;
unsigned int data_input_value = 0;
if (data_write && sscanf(DataInputBuf, "%X", &data_input_value) == 1)
{
if (WriteFn)
WriteFn(mem_data, addr, (ImU8)data_input_value);
else
mem_data[addr] = (ImU8)data_input_value;
}
ImGui::PopID();
}
else
{
// NB: The trailing space is not visible but ensure there's no gap that the mouse cannot click on.
ImU8 b = ReadFn ? ReadFn(mem_data, addr) : mem_data[addr];
if (OptShowHexII)
{
if ((b >= 32 && b < 128))
ImGui::Text(".%c ", b);
else if (b == 0xFF && OptGreyOutZeroes)
ImGui::TextDisabled("## ");
else if (b == 0x00)
ImGui::Text(" ");
else
ImGui::Text(format_byte_space, b);
}
else
{
if (b == 0 && OptGreyOutZeroes)
ImGui::TextDisabled("00 ");
else
ImGui::Text(format_byte_space, b);
}
if (!ReadOnly && ImGui::IsItemHovered() && ImGui::IsMouseClicked(0))
{
DataEditingTakeFocus = true;
data_editing_addr_next = addr;
}
}
}
if (OptShowAscii)
{
// Draw ASCII values
ImGui::SameLine(s.PosAsciiStart);
ImVec2 pos = ImGui::GetCursorScreenPos();
addr = line_i * Cols;
ImGui::PushID(line_i);
if (ImGui::InvisibleButton("ascii", ImVec2(s.PosAsciiEnd - s.PosAsciiStart, s.LineHeight)))
{
DataEditingAddr = DataPreviewAddr = addr + (size_t)((ImGui::GetIO().MousePos.x - pos.x) / s.GlyphWidth);
DataEditingTakeFocus = true;
}
ImGui::PopID();
for (int n = 0; n < Cols && addr < mem_size; n++, addr++)
{
if (addr == DataEditingAddr)
{
draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_FrameBg));
draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_TextSelectedBg));
}
unsigned char c = ReadFn ? ReadFn(mem_data, addr) : mem_data[addr];
char display_c = (c < 32 || c >= 128) ? '.' : c;
draw_list->AddText(pos, (display_c == c) ? color_text : color_disabled, &display_c, &display_c + 1);
pos.x += s.GlyphWidth;
}
}
}
ImGui::PopStyleVar(2);
ImGui::EndChild();
// Notify the main window of our ideal child content size (FIXME: we are missing an API to get the contents size from the child)
ImGui::SetCursorPosX(s.WindowWidth);
if (data_next && DataEditingAddr + 1 < mem_size)
{
DataEditingAddr = DataPreviewAddr = DataEditingAddr + 1;
DataEditingTakeFocus = true;
}
else if (data_editing_addr_next != (size_t)-1)
{
DataEditingAddr = DataPreviewAddr = data_editing_addr_next;
DataEditingTakeFocus = true;
}
const bool lock_show_data_preview = OptShowDataPreview;
if (OptShowOptions)
{
ImGui::Separator();
DrawOptionsLine(s, mem_data, mem_size, base_display_addr);
}
if (lock_show_data_preview)
{
ImGui::Separator();
DrawPreviewLine(s, mem_data, mem_size, base_display_addr);
}
}
void DrawOptionsLine(const Sizes& s, void* mem_data, size_t mem_size, size_t base_display_addr)
{
IM_UNUSED(mem_data);
ImGuiStyle& style = ImGui::GetStyle();
const char* format_range = OptUpperCaseHex ? "Range %0*" _PRISizeT "X..%0*" _PRISizeT "X" : "Range %0*" _PRISizeT "x..%0*" _PRISizeT "x";
// Options menu
if (ImGui::Button("Options"))
ImGui::OpenPopup("context");
if (ImGui::BeginPopup("context"))
{
ImGui::SetNextItemWidth(s.GlyphWidth * 7 + style.FramePadding.x * 2.0f);
if (ImGui::DragInt("##cols", &Cols, 0.2f, 4, 32, "%d cols")) { ContentsWidthChanged = true; if (Cols < 1) Cols = 1; }
ImGui::Checkbox("Show Data Preview", &OptShowDataPreview);
ImGui::Checkbox("Show HexII", &OptShowHexII);
if (ImGui::Checkbox("Show Ascii", &OptShowAscii)) { ContentsWidthChanged = true; }
ImGui::Checkbox("Grey out zeroes", &OptGreyOutZeroes);
ImGui::Checkbox("Uppercase Hex", &OptUpperCaseHex);
ImGui::EndPopup();
}
ImGui::SameLine();
ImGui::Text(format_range, s.AddrDigitsCount, base_display_addr, s.AddrDigitsCount, base_display_addr + mem_size - 1);
ImGui::SameLine();
ImGui::SetNextItemWidth((s.AddrDigitsCount + 1) * s.GlyphWidth + style.FramePadding.x * 2.0f);
if (ImGui::InputText("##addr", AddrInputBuf, IM_ARRAYSIZE(AddrInputBuf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_EnterReturnsTrue))
{
size_t goto_addr;
if (sscanf(AddrInputBuf, "%" _PRISizeT "X", &goto_addr) == 1)
{
GotoAddr = goto_addr - base_display_addr;
HighlightMin = HighlightMax = (size_t)-1;
}
}
if (GotoAddr != (size_t)-1)
{
if (GotoAddr < mem_size)
{
ImGui::BeginChild("##scrolling");
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + (GotoAddr / Cols) * ImGui::GetTextLineHeight());
ImGui::EndChild();
DataEditingAddr = DataPreviewAddr = GotoAddr;
DataEditingTakeFocus = true;
}
GotoAddr = (size_t)-1;
}
}
void DrawPreviewLine(const Sizes& s, void* mem_data_void, size_t mem_size, size_t base_display_addr)
{
IM_UNUSED(base_display_addr);
ImU8* mem_data = (ImU8*)mem_data_void;
ImGuiStyle& style = ImGui::GetStyle();
ImGui::AlignTextToFramePadding();
ImGui::Text("Preview as:");
ImGui::SameLine();
ImGui::SetNextItemWidth((s.GlyphWidth * 10.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x);
if (ImGui::BeginCombo("##combo_type", DataTypeGetDesc(PreviewDataType), ImGuiComboFlags_HeightLargest))
{
for (int n = 0; n < ImGuiDataType_COUNT; n++)
if (ImGui::Selectable(DataTypeGetDesc((ImGuiDataType)n), PreviewDataType == n))
PreviewDataType = (ImGuiDataType)n;
ImGui::EndCombo();
}
ImGui::SameLine();
ImGui::SetNextItemWidth((s.GlyphWidth * 6.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x);
ImGui::Combo("##combo_endianess", &PreviewEndianess, "LE\0BE\0\0");
char buf[128] = "";
float x = s.GlyphWidth * 6.0f;
bool has_value = DataPreviewAddr != (size_t)-1;
if (has_value)
DrawPreviewData(DataPreviewAddr, mem_data, mem_size, PreviewDataType, DataFormat_Dec, buf, (size_t)IM_ARRAYSIZE(buf));
ImGui::Text("Dec"); ImGui::SameLine(x); ImGui::TextUnformatted(has_value ? buf : "N/A");
if (has_value)
DrawPreviewData(DataPreviewAddr, mem_data, mem_size, PreviewDataType, DataFormat_Hex, buf, (size_t)IM_ARRAYSIZE(buf));
ImGui::Text("Hex"); ImGui::SameLine(x); ImGui::TextUnformatted(has_value ? buf : "N/A");
if (has_value)
DrawPreviewData(DataPreviewAddr, mem_data, mem_size, PreviewDataType, DataFormat_Bin, buf, (size_t)IM_ARRAYSIZE(buf));
buf[IM_ARRAYSIZE(buf) - 1] = 0;
ImGui::Text("Bin"); ImGui::SameLine(x); ImGui::TextUnformatted(has_value ? buf : "N/A");
}
// Utilities for Data Preview
const char* DataTypeGetDesc(ImGuiDataType data_type) const
{
const char* descs[] = { "Int8", "Uint8", "Int16", "Uint16", "Int32", "Uint32", "Int64", "Uint64", "Float", "Double" };
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
return descs[data_type];
}
size_t DataTypeGetSize(ImGuiDataType data_type) const
{
const size_t sizes[] = { 1, 1, 2, 2, 4, 4, 8, 8, sizeof(float), sizeof(double) };
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
return sizes[data_type];
}
const char* DataFormatGetDesc(DataFormat data_format) const
{
const char* descs[] = { "Bin", "Dec", "Hex" };
IM_ASSERT(data_format >= 0 && data_format < DataFormat_COUNT);
return descs[data_format];
}
bool IsBigEndian() const
{
uint16_t x = 1;
char c[2];
memcpy(c, &x, 2);
return c[0] != 0;
}
static void* EndianessCopyBigEndian(void* _dst, void* _src, size_t s, int is_little_endian)
{
if (is_little_endian)
{
uint8_t* dst = (uint8_t*)_dst;
uint8_t* src = (uint8_t*)_src + s - 1;
for (int i = 0, n = (int)s; i < n; ++i)
memcpy(dst++, src--, 1);
return _dst;
}
else
{
return memcpy(_dst, _src, s);
}
}
static void* EndianessCopyLittleEndian(void* _dst, void* _src, size_t s, int is_little_endian)
{
if (is_little_endian)
{
return memcpy(_dst, _src, s);
}
else
{
uint8_t* dst = (uint8_t*)_dst;
uint8_t* src = (uint8_t*)_src + s - 1;
for (int i = 0, n = (int)s; i < n; ++i)
memcpy(dst++, src--, 1);
return _dst;
}
}
void* EndianessCopy(void* dst, void* src, size_t size) const
{
static void* (*fp)(void*, void*, size_t, int) = NULL;
if (fp == NULL)
fp = IsBigEndian() ? EndianessCopyBigEndian : EndianessCopyLittleEndian;
return fp(dst, src, size, PreviewEndianess);
}
const char* FormatBinary(const uint8_t* buf, int width) const
{
IM_ASSERT(width <= 64);
size_t out_n = 0;
static char out_buf[64 + 8 + 1];
int n = width / 8;
for (int j = n - 1; j >= 0; --j)
{
for (int i = 0; i < 8; ++i)
out_buf[out_n++] = (buf[j] & (1 << (7 - i))) ? '1' : '0';
out_buf[out_n++] = ' ';
}
IM_ASSERT(out_n < IM_ARRAYSIZE(out_buf));
out_buf[out_n] = 0;
return out_buf;
}
// [Internal]
void DrawPreviewData(size_t addr, const ImU8* mem_data, size_t mem_size, ImGuiDataType data_type, DataFormat data_format, char* out_buf, size_t out_buf_size) const
{
uint8_t buf[8];
size_t elem_size = DataTypeGetSize(data_type);
size_t size = addr + elem_size > mem_size ? mem_size - addr : elem_size;
if (ReadFn)
for (int i = 0, n = (int)size; i < n; ++i)
buf[i] = ReadFn(mem_data, addr + i);
else
memcpy(buf, mem_data + addr, size);
if (data_format == DataFormat_Bin)
{
uint8_t binbuf[8];
EndianessCopy(binbuf, buf, size);
ImSnprintf(out_buf, out_buf_size, "%s", FormatBinary(binbuf, (int)size * 8));
return;
}
out_buf[0] = 0;
switch (data_type)
{
case ImGuiDataType_S8:
{
int8_t int8 = 0;
EndianessCopy(&int8, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhd", int8); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", int8 & 0xFF); return; }
break;
}
case ImGuiDataType_U8:
{
uint8_t uint8 = 0;
EndianessCopy(&uint8, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhu", uint8); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", uint8 & 0XFF); return; }
break;
}
case ImGuiDataType_S16:
{
int16_t int16 = 0;
EndianessCopy(&int16, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hd", int16); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", int16 & 0xFFFF); return; }
break;
}
case ImGuiDataType_U16:
{
uint16_t uint16 = 0;
EndianessCopy(&uint16, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hu", uint16); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", uint16 & 0xFFFF); return; }
break;
}
case ImGuiDataType_S32:
{
int32_t int32 = 0;
EndianessCopy(&int32, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%d", int32); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", int32); return; }
break;
}
case ImGuiDataType_U32:
{
uint32_t uint32 = 0;
EndianessCopy(&uint32, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%u", uint32); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", uint32); return; }
break;
}
case ImGuiDataType_S64:
{
int64_t int64 = 0;
EndianessCopy(&int64, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%lld", (long long)int64); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)int64); return; }
break;
}
case ImGuiDataType_U64:
{
uint64_t uint64 = 0;
EndianessCopy(&uint64, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%llu", (long long)uint64); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)uint64); return; }
break;
}
case ImGuiDataType_Float:
{
float float32 = 0.0f;
EndianessCopy(&float32, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", float32); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", float32); return; }
break;
}
case ImGuiDataType_Double:
{
double float64 = 0.0;
EndianessCopy(&float64, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", float64); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", float64); return; }
break;
}
case ImGuiDataType_COUNT:
break;
} // Switch
IM_ASSERT(0); // Shouldn't reach
}
};
#undef _PRISizeT
#undef ImSnprintf
#ifdef _MSC_VER
#pragma warning (pop)
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdlrenderer2.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef IMGUI_DISABLE
#include "cimgui.h"
typedef struct SDL_Renderer SDL_Renderer;
typedef struct ImDrawData_t ImDrawData;
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer2_CreateFontsTexture(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_DestroyFontsTexture(void);
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer2_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_DestroyDeviceObjects(void);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdlrenderer3.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdlrenderer3.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_sdlrenderer3.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer3_Init(cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDLRenderer3_Init(reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_Shutdown(void)
{
::ImGui_ImplSDLRenderer3_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_NewFrame(void)
{
::ImGui_ImplSDLRenderer3_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_RenderDrawData(cimgui::ImDrawData* draw_data, cimgui::SDL_Renderer* renderer)
{
::ImGui_ImplSDLRenderer3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer3_CreateFontsTexture(void)
{
return ::ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_DestroyFontsTexture(void)
{
::ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer3_CreateDeviceObjects(void)
{
return ::ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer3_DestroyDeviceObjects(void)
{
::ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_dx11.h | // dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdlrenderer2.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdlrenderer2.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_sdlrenderer2.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer2_Init(cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDLRenderer2_Init(reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer2_Shutdown(void)
{
::ImGui_ImplSDLRenderer2_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer2_NewFrame(void)
{
::ImGui_ImplSDLRenderer2_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer2_RenderDrawData(cimgui::ImDrawData* draw_data, cimgui::SDL_Renderer* renderer)
{
::ImGui_ImplSDLRenderer2_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer2_CreateFontsTexture(void)
{
return ::ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer2_DestroyFontsTexture(void)
{
::ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLRenderer2_CreateDeviceObjects(void)
{
return ::ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLRenderer2_DestroyDeviceObjects(void)
{
::ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdl2.h | // dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdl3.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#include "../SDL3/include/SDL.h"
#ifndef IMGUI_DISABLE
typedef struct ImDrawData_t ImDrawData;
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForD3D(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForMetal(SDL_Window* window);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOther(SDL_Window* window);
CIMGUI_IMPL_API void cImGui_ImplSDL3_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDL3_NewFrame(void);
CIMGUI_IMPL_API bool cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_win32.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
typedef struct ImDrawData_t ImDrawData;
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cImGui_ImplWin32_Init(void* hwnd);
CIMGUI_IMPL_API bool cImGui_ImplWin32_InitForOpenGL(void* hwnd);
CIMGUI_IMPL_API void cImGui_ImplWin32_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplWin32_NewFrame(void);
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#ifdef IMGUI_BACKEND_HAS_WINDOWS_H
extern
CIMGUI_IMPL_API LRESULT cImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif // #ifdef IMGUI_BACKEND_HAS_WINDOWS_H
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
CIMGUI_IMPL_API void cImGui_ImplWin32_EnableDpiAwareness(void);
CIMGUI_IMPL_API float cImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
CIMGUI_IMPL_API float cImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
CIMGUI_IMPL_API void cImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdl3.h | // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_sdl3.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_sdl3.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
{
return ::ImGui_ImplSDL3_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForVulkan(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForD3D(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForMetal(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDL3_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOther(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForOther(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_Shutdown(void)
{
::ImGui_ImplSDL3_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_NewFrame(void)
{
::ImGui_ImplSDL3_NewFrame();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
return ::ImGui_ImplSDL3_ProcessEvent(reinterpret_cast<const ::SDL_Event*>(event));
//return ::ImGui_ImplSDL3_ProcessEvent(event);
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_internal.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui.h"
}
// Manual helpers
// These implement functionality that isn't in the original C++ API, but is useful to callers from other languages
CIMGUI_API void cimgui::ImVector_Construct(void* vector)
{
// All ImVector classes are the same size, so it doesn't matter which we use for sizeof() here
memset(vector, 0, sizeof(::ImVector<int>));
}
CIMGUI_API void cimgui::ImVector_Destruct(void* vector)
{
// As with ImVector_construct(), it doesn't matter what the type parameter is here as we just want to get the
// pointer and free it (without calling destructors or anything similar)
::ImVector<int>* real_vector = reinterpret_cast<::ImVector<int>*>(vector);
if (real_vector->Data)
{
IM_FREE(real_vector->Data);
}
}
#if defined(IMGUI_HAS_IMSTR)
#if IMGUI_HAS_IMSTR
// User-facing helper to convert char* to ImStr
CIMGUI_API cimgui::ImStr cimgui::ImStr_FromCharStr(const char* b)
{
ImStr str;
str.Begin = b;
str.End = b ? b + strlen(b) : NULL;
return str;
}
// Internal helper to convert char* directly to C++-style ImStr
static inline ::ImStr MarshalToCPP_ImStr_FromCharStr(const char* b)
{
::ImStr str;
str.Begin = b;
str.End = b ? b + strlen(b) : NULL;
return str;
}
#endif // IMGUI_HAS_IMSTR
#endif // defined(IMGUI_HAS_IMSTR)
// By-value struct conversions
static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
{
cimgui::ImVec2 dest;
dest.x = src.x;
dest.y = src.y;
return dest;
}
static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
{
::ImVec2 dest;
dest.x = src.x;
dest.y = src.y;
return dest;
}
static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
{
cimgui::ImVec4 dest;
dest.x = src.x;
dest.y = src.y;
dest.z = src.z;
dest.w = src.w;
return dest;
}
static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
{
::ImVec4 dest;
dest.x = src.x;
dest.y = src.y;
dest.z = src.z;
dest.w = src.w;
return dest;
}
static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
{
cimgui::ImColor dest;
dest.Value.x = src.Value.x;
dest.Value.y = src.Value.y;
dest.Value.z = src.Value.z;
dest.Value.w = src.Value.w;
return dest;
}
static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
{
::ImColor dest;
dest.Value.x = src.Value.x;
dest.Value.y = src.Value.y;
dest.Value.z = src.Value.z;
dest.Value.w = src.Value.w;
return dest;
}
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_API cimgui::ImGuiContext* cimgui::ImGui_CreateContext(cimgui::ImFontAtlas* shared_font_atlas)
{
return reinterpret_cast<::cimgui::ImGuiContext*>(::ImGui::CreateContext(reinterpret_cast<::ImFontAtlas*>(shared_font_atlas)));
}
CIMGUI_API void cimgui::ImGui_DestroyContext(cimgui::ImGuiContext* ctx)
{
::ImGui::DestroyContext(reinterpret_cast<::ImGuiContext*>(ctx));
}
CIMGUI_API cimgui::ImGuiContext* cimgui::ImGui_GetCurrentContext(void)
{
return reinterpret_cast<::cimgui::ImGuiContext*>(::ImGui::GetCurrentContext());
}
CIMGUI_API void cimgui::ImGui_SetCurrentContext(cimgui::ImGuiContext* ctx)
{
::ImGui::SetCurrentContext(reinterpret_cast<::ImGuiContext*>(ctx));
}
CIMGUI_API cimgui::ImGuiIO* cimgui::ImGui_GetIO(void)
{
return reinterpret_cast<::cimgui::ImGuiIO*>(&::ImGui::GetIO());
}
CIMGUI_API cimgui::ImGuiStyle* cimgui::ImGui_GetStyle(void)
{
return reinterpret_cast<::cimgui::ImGuiStyle*>(&::ImGui::GetStyle());
}
CIMGUI_API void cimgui::ImGui_NewFrame(void)
{
::ImGui::NewFrame();
}
CIMGUI_API void cimgui::ImGui_EndFrame(void)
{
::ImGui::EndFrame();
}
CIMGUI_API void cimgui::ImGui_Render(void)
{
::ImGui::Render();
}
CIMGUI_API cimgui::ImDrawData* cimgui::ImGui_GetDrawData(void)
{
return reinterpret_cast<::cimgui::ImDrawData*>(::ImGui::GetDrawData());
}
CIMGUI_API void cimgui::ImGui_ShowDemoWindow(bool* p_open)
{
::ImGui::ShowDemoWindow(p_open);
}
CIMGUI_API void cimgui::ImGui_ShowMetricsWindow(bool* p_open)
{
::ImGui::ShowMetricsWindow(p_open);
}
CIMGUI_API void cimgui::ImGui_ShowDebugLogWindow(bool* p_open)
{
::ImGui::ShowDebugLogWindow(p_open);
}
CIMGUI_API void cimgui::ImGui_ShowIDStackToolWindow(void)
{
::ImGui::ShowIDStackToolWindow();
}
CIMGUI_API void cimgui::ImGui_ShowIDStackToolWindowEx(bool* p_open)
{
::ImGui::ShowIDStackToolWindow(p_open);
}
CIMGUI_API void cimgui::ImGui_ShowAboutWindow(bool* p_open)
{
::ImGui::ShowAboutWindow(p_open);
}
CIMGUI_API void cimgui::ImGui_ShowStyleEditor(cimgui::ImGuiStyle* ref)
{
::ImGui::ShowStyleEditor(reinterpret_cast<::ImGuiStyle*>(ref));
}
CIMGUI_API bool cimgui::ImGui_ShowStyleSelector(const char* label)
{
return ::ImGui::ShowStyleSelector(label);
}
CIMGUI_API void cimgui::ImGui_ShowFontSelector(const char* label)
{
::ImGui::ShowFontSelector(label);
}
CIMGUI_API void cimgui::ImGui_ShowUserGuide(void)
{
::ImGui::ShowUserGuide();
}
CIMGUI_API const char* cimgui::ImGui_GetVersion(void)
{
return ::ImGui::GetVersion();
}
CIMGUI_API void cimgui::ImGui_StyleColorsDark(cimgui::ImGuiStyle* dst)
{
::ImGui::StyleColorsDark(reinterpret_cast<::ImGuiStyle*>(dst));
}
CIMGUI_API void cimgui::ImGui_StyleColorsLight(cimgui::ImGuiStyle* dst)
{
::ImGui::StyleColorsLight(reinterpret_cast<::ImGuiStyle*>(dst));
}
CIMGUI_API void cimgui::ImGui_StyleColorsClassic(cimgui::ImGuiStyle* dst)
{
::ImGui::StyleColorsClassic(reinterpret_cast<::ImGuiStyle*>(dst));
}
CIMGUI_API bool cimgui::ImGui_Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
return ::ImGui::Begin(name, p_open, flags);
}
CIMGUI_API void cimgui::ImGui_End(void)
{
::ImGui::End();
}
CIMGUI_API bool cimgui::ImGui_BeginChild(const char* str_id, cimgui::ImVec2 size, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
{
return ::ImGui::BeginChild(str_id, ConvertToCPP_ImVec2(size), child_flags, window_flags);
}
CIMGUI_API bool cimgui::ImGui_BeginChildID(ImGuiID id, cimgui::ImVec2 size, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
{
return ::ImGui::BeginChild(id, ConvertToCPP_ImVec2(size), child_flags, window_flags);
}
CIMGUI_API void cimgui::ImGui_EndChild(void)
{
::ImGui::EndChild();
}
CIMGUI_API bool cimgui::ImGui_IsWindowAppearing(void)
{
return ::ImGui::IsWindowAppearing();
}
CIMGUI_API bool cimgui::ImGui_IsWindowCollapsed(void)
{
return ::ImGui::IsWindowCollapsed();
}
CIMGUI_API bool cimgui::ImGui_IsWindowFocused(ImGuiFocusedFlags flags)
{
return ::ImGui::IsWindowFocused(flags);
}
CIMGUI_API bool cimgui::ImGui_IsWindowHovered(ImGuiHoveredFlags flags)
{
return ::ImGui::IsWindowHovered(flags);
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImGui_GetWindowDrawList(void)
{
return reinterpret_cast<::cimgui::ImDrawList*>(::ImGui::GetWindowDrawList());
}
CIMGUI_API float cimgui::ImGui_GetWindowDpiScale(void)
{
return ::ImGui::GetWindowDpiScale();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetWindowPos(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetWindowPos());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetWindowSize(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetWindowSize());
}
CIMGUI_API float cimgui::ImGui_GetWindowWidth(void)
{
return ::ImGui::GetWindowWidth();
}
CIMGUI_API float cimgui::ImGui_GetWindowHeight(void)
{
return ::ImGui::GetWindowHeight();
}
CIMGUI_API cimgui::ImGuiViewport* cimgui::ImGui_GetWindowViewport(void)
{
return reinterpret_cast<::cimgui::ImGuiViewport*>(::ImGui::GetWindowViewport());
}
CIMGUI_API void cimgui::ImGui_SetNextWindowPos(cimgui::ImVec2 pos, ImGuiCond cond)
{
::ImGui::SetNextWindowPos(ConvertToCPP_ImVec2(pos), cond);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowPosEx(cimgui::ImVec2 pos, ImGuiCond cond, cimgui::ImVec2 pivot)
{
::ImGui::SetNextWindowPos(ConvertToCPP_ImVec2(pos), cond, ConvertToCPP_ImVec2(pivot));
}
CIMGUI_API void cimgui::ImGui_SetNextWindowSize(cimgui::ImVec2 size, ImGuiCond cond)
{
::ImGui::SetNextWindowSize(ConvertToCPP_ImVec2(size), cond);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowSizeConstraints(cimgui::ImVec2 size_min, cimgui::ImVec2 size_max, cimgui::ImGuiSizeCallback custom_callback, void* custom_callback_data)
{
::ImGui::SetNextWindowSizeConstraints(ConvertToCPP_ImVec2(size_min), ConvertToCPP_ImVec2(size_max), reinterpret_cast<::ImGuiSizeCallback>(custom_callback), custom_callback_data);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowContentSize(cimgui::ImVec2 size)
{
::ImGui::SetNextWindowContentSize(ConvertToCPP_ImVec2(size));
}
CIMGUI_API void cimgui::ImGui_SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
{
::ImGui::SetNextWindowCollapsed(collapsed, cond);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowFocus(void)
{
::ImGui::SetNextWindowFocus();
}
CIMGUI_API void cimgui::ImGui_SetNextWindowScroll(cimgui::ImVec2 scroll)
{
::ImGui::SetNextWindowScroll(ConvertToCPP_ImVec2(scroll));
}
CIMGUI_API void cimgui::ImGui_SetNextWindowBgAlpha(float alpha)
{
::ImGui::SetNextWindowBgAlpha(alpha);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowViewport(ImGuiID viewport_id)
{
::ImGui::SetNextWindowViewport(viewport_id);
}
CIMGUI_API void cimgui::ImGui_SetWindowPos(cimgui::ImVec2 pos, ImGuiCond cond)
{
::ImGui::SetWindowPos(ConvertToCPP_ImVec2(pos), cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowSize(cimgui::ImVec2 size, ImGuiCond cond)
{
::ImGui::SetWindowSize(ConvertToCPP_ImVec2(size), cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowCollapsed(bool collapsed, ImGuiCond cond)
{
::ImGui::SetWindowCollapsed(collapsed, cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowFocus(void)
{
::ImGui::SetWindowFocus();
}
CIMGUI_API void cimgui::ImGui_SetWindowFontScale(float scale)
{
::ImGui::SetWindowFontScale(scale);
}
CIMGUI_API void cimgui::ImGui_SetWindowPosStr(const char* name, cimgui::ImVec2 pos, ImGuiCond cond)
{
::ImGui::SetWindowPos(name, ConvertToCPP_ImVec2(pos), cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowSizeStr(const char* name, cimgui::ImVec2 size, ImGuiCond cond)
{
::ImGui::SetWindowSize(name, ConvertToCPP_ImVec2(size), cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowCollapsedStr(const char* name, bool collapsed, ImGuiCond cond)
{
::ImGui::SetWindowCollapsed(name, collapsed, cond);
}
CIMGUI_API void cimgui::ImGui_SetWindowFocusStr(const char* name)
{
::ImGui::SetWindowFocus(name);
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetContentRegionAvail(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetContentRegionAvail());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetContentRegionMax(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetContentRegionMax());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetWindowContentRegionMin(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetWindowContentRegionMin());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetWindowContentRegionMax(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetWindowContentRegionMax());
}
CIMGUI_API float cimgui::ImGui_GetScrollX(void)
{
return ::ImGui::GetScrollX();
}
CIMGUI_API float cimgui::ImGui_GetScrollY(void)
{
return ::ImGui::GetScrollY();
}
CIMGUI_API void cimgui::ImGui_SetScrollX(float scroll_x)
{
::ImGui::SetScrollX(scroll_x);
}
CIMGUI_API void cimgui::ImGui_SetScrollY(float scroll_y)
{
::ImGui::SetScrollY(scroll_y);
}
CIMGUI_API float cimgui::ImGui_GetScrollMaxX(void)
{
return ::ImGui::GetScrollMaxX();
}
CIMGUI_API float cimgui::ImGui_GetScrollMaxY(void)
{
return ::ImGui::GetScrollMaxY();
}
CIMGUI_API void cimgui::ImGui_SetScrollHereX(float center_x_ratio)
{
::ImGui::SetScrollHereX(center_x_ratio);
}
CIMGUI_API void cimgui::ImGui_SetScrollHereY(float center_y_ratio)
{
::ImGui::SetScrollHereY(center_y_ratio);
}
CIMGUI_API void cimgui::ImGui_SetScrollFromPosX(float local_x, float center_x_ratio)
{
::ImGui::SetScrollFromPosX(local_x, center_x_ratio);
}
CIMGUI_API void cimgui::ImGui_SetScrollFromPosY(float local_y, float center_y_ratio)
{
::ImGui::SetScrollFromPosY(local_y, center_y_ratio);
}
CIMGUI_API void cimgui::ImGui_PushFont(cimgui::ImFont* font)
{
::ImGui::PushFont(reinterpret_cast<::ImFont*>(font));
}
CIMGUI_API void cimgui::ImGui_PopFont(void)
{
::ImGui::PopFont();
}
CIMGUI_API void cimgui::ImGui_PushStyleColor(ImGuiCol idx, ImU32 col)
{
::ImGui::PushStyleColor(idx, col);
}
CIMGUI_API void cimgui::ImGui_PushStyleColorImVec4(ImGuiCol idx, cimgui::ImVec4 col)
{
::ImGui::PushStyleColor(idx, ConvertToCPP_ImVec4(col));
}
CIMGUI_API void cimgui::ImGui_PopStyleColor(void)
{
::ImGui::PopStyleColor();
}
CIMGUI_API void cimgui::ImGui_PopStyleColorEx(int count)
{
::ImGui::PopStyleColor(count);
}
CIMGUI_API void cimgui::ImGui_PushStyleVar(ImGuiStyleVar idx, float val)
{
::ImGui::PushStyleVar(idx, val);
}
CIMGUI_API void cimgui::ImGui_PushStyleVarImVec2(ImGuiStyleVar idx, cimgui::ImVec2 val)
{
::ImGui::PushStyleVar(idx, ConvertToCPP_ImVec2(val));
}
CIMGUI_API void cimgui::ImGui_PopStyleVar(void)
{
::ImGui::PopStyleVar();
}
CIMGUI_API void cimgui::ImGui_PopStyleVarEx(int count)
{
::ImGui::PopStyleVar(count);
}
CIMGUI_API void cimgui::ImGui_PushTabStop(bool tab_stop)
{
::ImGui::PushTabStop(tab_stop);
}
CIMGUI_API void cimgui::ImGui_PopTabStop(void)
{
::ImGui::PopTabStop();
}
CIMGUI_API void cimgui::ImGui_PushButtonRepeat(bool repeat)
{
::ImGui::PushButtonRepeat(repeat);
}
CIMGUI_API void cimgui::ImGui_PopButtonRepeat(void)
{
::ImGui::PopButtonRepeat();
}
CIMGUI_API void cimgui::ImGui_PushItemWidth(float item_width)
{
::ImGui::PushItemWidth(item_width);
}
CIMGUI_API void cimgui::ImGui_PopItemWidth(void)
{
::ImGui::PopItemWidth();
}
CIMGUI_API void cimgui::ImGui_SetNextItemWidth(float item_width)
{
::ImGui::SetNextItemWidth(item_width);
}
CIMGUI_API float cimgui::ImGui_CalcItemWidth(void)
{
return ::ImGui::CalcItemWidth();
}
CIMGUI_API void cimgui::ImGui_PushTextWrapPos(float wrap_local_pos_x)
{
::ImGui::PushTextWrapPos(wrap_local_pos_x);
}
CIMGUI_API void cimgui::ImGui_PopTextWrapPos(void)
{
::ImGui::PopTextWrapPos();
}
CIMGUI_API cimgui::ImFont* cimgui::ImGui_GetFont(void)
{
return reinterpret_cast<::cimgui::ImFont*>(::ImGui::GetFont());
}
CIMGUI_API float cimgui::ImGui_GetFontSize(void)
{
return ::ImGui::GetFontSize();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetFontTexUvWhitePixel(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetFontTexUvWhitePixel());
}
CIMGUI_API ImU32 cimgui::ImGui_GetColorU32(ImGuiCol idx)
{
return ::ImGui::GetColorU32(idx);
}
CIMGUI_API ImU32 cimgui::ImGui_GetColorU32Ex(ImGuiCol idx, float alpha_mul)
{
return ::ImGui::GetColorU32(idx, alpha_mul);
}
CIMGUI_API ImU32 cimgui::ImGui_GetColorU32ImVec4(cimgui::ImVec4 col)
{
return ::ImGui::GetColorU32(ConvertToCPP_ImVec4(col));
}
CIMGUI_API ImU32 cimgui::ImGui_GetColorU32ImU32(ImU32 col)
{
return ::ImGui::GetColorU32(col);
}
CIMGUI_API ImU32 cimgui::ImGui_GetColorU32ImU32Ex(ImU32 col, float alpha_mul)
{
return ::ImGui::GetColorU32(col, alpha_mul);
}
CIMGUI_API const cimgui::ImVec4* cimgui::ImGui_GetStyleColorVec4(ImGuiCol idx)
{
return reinterpret_cast<const ::cimgui::ImVec4*>(&::ImGui::GetStyleColorVec4(idx));
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetCursorScreenPos(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetCursorScreenPos());
}
CIMGUI_API void cimgui::ImGui_SetCursorScreenPos(cimgui::ImVec2 pos)
{
::ImGui::SetCursorScreenPos(ConvertToCPP_ImVec2(pos));
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetCursorPos(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetCursorPos());
}
CIMGUI_API float cimgui::ImGui_GetCursorPosX(void)
{
return ::ImGui::GetCursorPosX();
}
CIMGUI_API float cimgui::ImGui_GetCursorPosY(void)
{
return ::ImGui::GetCursorPosY();
}
CIMGUI_API void cimgui::ImGui_SetCursorPos(cimgui::ImVec2 local_pos)
{
::ImGui::SetCursorPos(ConvertToCPP_ImVec2(local_pos));
}
CIMGUI_API void cimgui::ImGui_SetCursorPosX(float local_x)
{
::ImGui::SetCursorPosX(local_x);
}
CIMGUI_API void cimgui::ImGui_SetCursorPosY(float local_y)
{
::ImGui::SetCursorPosY(local_y);
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetCursorStartPos(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetCursorStartPos());
}
CIMGUI_API void cimgui::ImGui_Separator(void)
{
::ImGui::Separator();
}
CIMGUI_API void cimgui::ImGui_SameLine(void)
{
::ImGui::SameLine();
}
CIMGUI_API void cimgui::ImGui_SameLineEx(float offset_from_start_x, float spacing)
{
::ImGui::SameLine(offset_from_start_x, spacing);
}
CIMGUI_API void cimgui::ImGui_NewLine(void)
{
::ImGui::NewLine();
}
CIMGUI_API void cimgui::ImGui_Spacing(void)
{
::ImGui::Spacing();
}
CIMGUI_API void cimgui::ImGui_Dummy(cimgui::ImVec2 size)
{
::ImGui::Dummy(ConvertToCPP_ImVec2(size));
}
CIMGUI_API void cimgui::ImGui_Indent(void)
{
::ImGui::Indent();
}
CIMGUI_API void cimgui::ImGui_IndentEx(float indent_w)
{
::ImGui::Indent(indent_w);
}
CIMGUI_API void cimgui::ImGui_Unindent(void)
{
::ImGui::Unindent();
}
CIMGUI_API void cimgui::ImGui_UnindentEx(float indent_w)
{
::ImGui::Unindent(indent_w);
}
CIMGUI_API void cimgui::ImGui_BeginGroup(void)
{
::ImGui::BeginGroup();
}
CIMGUI_API void cimgui::ImGui_EndGroup(void)
{
::ImGui::EndGroup();
}
CIMGUI_API void cimgui::ImGui_AlignTextToFramePadding(void)
{
::ImGui::AlignTextToFramePadding();
}
CIMGUI_API float cimgui::ImGui_GetTextLineHeight(void)
{
return ::ImGui::GetTextLineHeight();
}
CIMGUI_API float cimgui::ImGui_GetTextLineHeightWithSpacing(void)
{
return ::ImGui::GetTextLineHeightWithSpacing();
}
CIMGUI_API float cimgui::ImGui_GetFrameHeight(void)
{
return ::ImGui::GetFrameHeight();
}
CIMGUI_API float cimgui::ImGui_GetFrameHeightWithSpacing(void)
{
return ::ImGui::GetFrameHeightWithSpacing();
}
CIMGUI_API void cimgui::ImGui_PushID(const char* str_id)
{
::ImGui::PushID(str_id);
}
CIMGUI_API void cimgui::ImGui_PushIDStr(const char* str_id_begin, const char* str_id_end)
{
::ImGui::PushID(str_id_begin, str_id_end);
}
CIMGUI_API void cimgui::ImGui_PushIDPtr(const void* ptr_id)
{
::ImGui::PushID(ptr_id);
}
CIMGUI_API void cimgui::ImGui_PushIDInt(int int_id)
{
::ImGui::PushID(int_id);
}
CIMGUI_API void cimgui::ImGui_PopID(void)
{
::ImGui::PopID();
}
CIMGUI_API ImGuiID cimgui::ImGui_GetID(const char* str_id)
{
return ::ImGui::GetID(str_id);
}
CIMGUI_API ImGuiID cimgui::ImGui_GetIDStr(const char* str_id_begin, const char* str_id_end)
{
return ::ImGui::GetID(str_id_begin, str_id_end);
}
CIMGUI_API ImGuiID cimgui::ImGui_GetIDPtr(const void* ptr_id)
{
return ::ImGui::GetID(ptr_id);
}
CIMGUI_API void cimgui::ImGui_TextUnformatted(const char* text)
{
::ImGui::TextUnformatted(text);
}
CIMGUI_API void cimgui::ImGui_TextUnformattedEx(const char* text, const char* text_end)
{
::ImGui::TextUnformatted(text, text_end);
}
CIMGUI_API void cimgui::ImGui_Text(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::TextV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_TextV(const char* fmt, va_list args)
{
::ImGui::TextV(fmt, args);
}
CIMGUI_API void cimgui::ImGui_TextColored(cimgui::ImVec4 col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::TextColoredV(ConvertToCPP_ImVec4(col), fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_TextColoredV(cimgui::ImVec4 col, const char* fmt, va_list args)
{
::ImGui::TextColoredV(ConvertToCPP_ImVec4(col), fmt, args);
}
CIMGUI_API void cimgui::ImGui_TextDisabled(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::TextDisabledV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_TextDisabledV(const char* fmt, va_list args)
{
::ImGui::TextDisabledV(fmt, args);
}
CIMGUI_API void cimgui::ImGui_TextWrapped(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::TextWrappedV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_TextWrappedV(const char* fmt, va_list args)
{
::ImGui::TextWrappedV(fmt, args);
}
CIMGUI_API void cimgui::ImGui_LabelText(const char* label, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::LabelTextV(label, fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_LabelTextV(const char* label, const char* fmt, va_list args)
{
::ImGui::LabelTextV(label, fmt, args);
}
CIMGUI_API void cimgui::ImGui_BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::BulletTextV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_BulletTextV(const char* fmt, va_list args)
{
::ImGui::BulletTextV(fmt, args);
}
CIMGUI_API void cimgui::ImGui_SeparatorText(const char* label)
{
::ImGui::SeparatorText(label);
}
CIMGUI_API bool cimgui::ImGui_Button(const char* label)
{
return ::ImGui::Button(label);
}
CIMGUI_API bool cimgui::ImGui_ButtonEx(const char* label, cimgui::ImVec2 size)
{
return ::ImGui::Button(label, ConvertToCPP_ImVec2(size));
}
CIMGUI_API bool cimgui::ImGui_SmallButton(const char* label)
{
return ::ImGui::SmallButton(label);
}
CIMGUI_API bool cimgui::ImGui_InvisibleButton(const char* str_id, cimgui::ImVec2 size, ImGuiButtonFlags flags)
{
return ::ImGui::InvisibleButton(str_id, ConvertToCPP_ImVec2(size), flags);
}
CIMGUI_API bool cimgui::ImGui_ArrowButton(const char* str_id, cimgui::ImGuiDir dir)
{
return ::ImGui::ArrowButton(str_id, static_cast<::ImGuiDir>(dir));
}
CIMGUI_API bool cimgui::ImGui_Checkbox(const char* label, bool* v)
{
return ::ImGui::Checkbox(label, v);
}
CIMGUI_API bool cimgui::ImGui_CheckboxFlagsIntPtr(const char* label, int* flags, int flags_value)
{
return ::ImGui::CheckboxFlags(label, flags, flags_value);
}
CIMGUI_API bool cimgui::ImGui_CheckboxFlagsUintPtr(const char* label, unsigned int* flags, unsigned int flags_value)
{
return ::ImGui::CheckboxFlags(label, flags, flags_value);
}
CIMGUI_API bool cimgui::ImGui_RadioButton(const char* label, bool active)
{
return ::ImGui::RadioButton(label, active);
}
CIMGUI_API bool cimgui::ImGui_RadioButtonIntPtr(const char* label, int* v, int v_button)
{
return ::ImGui::RadioButton(label, v, v_button);
}
CIMGUI_API void cimgui::ImGui_ProgressBar(float fraction, cimgui::ImVec2 size_arg, const char* overlay)
{
::ImGui::ProgressBar(fraction, ConvertToCPP_ImVec2(size_arg), overlay);
}
CIMGUI_API void cimgui::ImGui_Bullet(void)
{
::ImGui::Bullet();
}
CIMGUI_API void cimgui::ImGui_Image(ImTextureID user_texture_id, cimgui::ImVec2 image_size)
{
::ImGui::Image(user_texture_id, ConvertToCPP_ImVec2(image_size));
}
CIMGUI_API void cimgui::ImGui_ImageEx(ImTextureID user_texture_id, cimgui::ImVec2 image_size, cimgui::ImVec2 uv0, cimgui::ImVec2 uv1, cimgui::ImVec4 tint_col, cimgui::ImVec4 border_col)
{
::ImGui::Image(user_texture_id, ConvertToCPP_ImVec2(image_size), ConvertToCPP_ImVec2(uv0), ConvertToCPP_ImVec2(uv1), ConvertToCPP_ImVec4(tint_col), ConvertToCPP_ImVec4(border_col));
}
CIMGUI_API bool cimgui::ImGui_ImageButton(const char* str_id, ImTextureID user_texture_id, cimgui::ImVec2 image_size)
{
return ::ImGui::ImageButton(str_id, user_texture_id, ConvertToCPP_ImVec2(image_size));
}
CIMGUI_API bool cimgui::ImGui_ImageButtonEx(const char* str_id, ImTextureID user_texture_id, cimgui::ImVec2 image_size, cimgui::ImVec2 uv0, cimgui::ImVec2 uv1, cimgui::ImVec4 bg_col, cimgui::ImVec4 tint_col)
{
return ::ImGui::ImageButton(str_id, user_texture_id, ConvertToCPP_ImVec2(image_size), ConvertToCPP_ImVec2(uv0), ConvertToCPP_ImVec2(uv1), ConvertToCPP_ImVec4(bg_col), ConvertToCPP_ImVec4(tint_col));
}
CIMGUI_API bool cimgui::ImGui_BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
{
return ::ImGui::BeginCombo(label, preview_value, flags);
}
CIMGUI_API void cimgui::ImGui_EndCombo(void)
{
::ImGui::EndCombo();
}
CIMGUI_API bool cimgui::ImGui_ComboChar(const char* label, int* current_item, const char*const items[], int items_count)
{
return ::ImGui::Combo(label, current_item, items, items_count);
}
CIMGUI_API bool cimgui::ImGui_ComboCharEx(const char* label, int* current_item, const char*const items[], int items_count, int popup_max_height_in_items)
{
return ::ImGui::Combo(label, current_item, items, items_count, popup_max_height_in_items);
}
CIMGUI_API bool cimgui::ImGui_Combo(const char* label, int* current_item, const char* items_separated_by_zeros)
{
return ::ImGui::Combo(label, current_item, items_separated_by_zeros);
}
CIMGUI_API bool cimgui::ImGui_ComboEx(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items)
{
return ::ImGui::Combo(label, current_item, items_separated_by_zeros, popup_max_height_in_items);
}
CIMGUI_API bool cimgui::ImGui_ComboCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count)
{
return ::ImGui::Combo(label, current_item, getter, user_data, items_count);
}
CIMGUI_API bool cimgui::ImGui_ComboCallbackEx(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items)
{
return ::ImGui::Combo(label, current_item, getter, user_data, items_count, popup_max_height_in_items);
}
CIMGUI_API bool cimgui::ImGui_DragFloat(const char* label, float* v)
{
return ::ImGui::DragFloat(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragFloatEx(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragFloat(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragFloat2(const char* label, float v[2])
{
return ::ImGui::DragFloat2(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragFloat2Ex(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragFloat2(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragFloat3(const char* label, float v[3])
{
return ::ImGui::DragFloat3(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragFloat3Ex(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragFloat3(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragFloat4(const char* label, float v[4])
{
return ::ImGui::DragFloat4(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragFloat4Ex(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragFloat4(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragFloatRange2(const char* label, float* v_current_min, float* v_current_max)
{
return ::ImGui::DragFloatRange2(label, v_current_min, v_current_max);
}
CIMGUI_API bool cimgui::ImGui_DragFloatRange2Ex(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
{
return ::ImGui::DragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags);
}
CIMGUI_API bool cimgui::ImGui_DragInt(const char* label, int* v)
{
return ::ImGui::DragInt(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragIntEx(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragInt(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragInt2(const char* label, int v[2])
{
return ::ImGui::DragInt2(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragInt2Ex(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragInt2(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragInt3(const char* label, int v[3])
{
return ::ImGui::DragInt3(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragInt3Ex(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragInt3(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragInt4(const char* label, int v[4])
{
return ::ImGui::DragInt4(label, v);
}
CIMGUI_API bool cimgui::ImGui_DragInt4Ex(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragInt4(label, v, v_speed, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragIntRange2(const char* label, int* v_current_min, int* v_current_max)
{
return ::ImGui::DragIntRange2(label, v_current_min, v_current_max);
}
CIMGUI_API bool cimgui::ImGui_DragIntRange2Ex(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
{
return ::ImGui::DragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags);
}
CIMGUI_API bool cimgui::ImGui_DragScalar(const char* label, ImGuiDataType data_type, void* p_data)
{
return ::ImGui::DragScalar(label, data_type, p_data);
}
CIMGUI_API bool cimgui::ImGui_DragScalarEx(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components)
{
return ::ImGui::DragScalarN(label, data_type, p_data, components);
}
CIMGUI_API bool cimgui::ImGui_DragScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat(const char* label, float* v, float v_min, float v_max)
{
return ::ImGui::SliderFloat(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderFloatEx(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderFloat(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat2(const char* label, float v[2], float v_min, float v_max)
{
return ::ImGui::SliderFloat2(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat2Ex(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderFloat2(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat3(const char* label, float v[3], float v_min, float v_max)
{
return ::ImGui::SliderFloat3(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat3Ex(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderFloat3(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat4(const char* label, float v[4], float v_min, float v_max)
{
return ::ImGui::SliderFloat4(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderFloat4Ex(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderFloat4(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderAngle(const char* label, float* v_rad)
{
return ::ImGui::SliderAngle(label, v_rad);
}
CIMGUI_API bool cimgui::ImGui_SliderAngleEx(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderInt(const char* label, int* v, int v_min, int v_max)
{
return ::ImGui::SliderInt(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderIntEx(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderInt(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderInt2(const char* label, int v[2], int v_min, int v_max)
{
return ::ImGui::SliderInt2(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderInt2Ex(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderInt2(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderInt3(const char* label, int v[3], int v_min, int v_max)
{
return ::ImGui::SliderInt3(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderInt3Ex(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderInt3(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderInt4(const char* label, int v[4], int v_min, int v_max)
{
return ::ImGui::SliderInt4(label, v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_SliderInt4Ex(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderInt4(label, v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
{
return ::ImGui::SliderScalar(label, data_type, p_data, p_min, p_max);
}
CIMGUI_API bool cimgui::ImGui_SliderScalarEx(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderScalar(label, data_type, p_data, p_min, p_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max)
{
return ::ImGui::SliderScalarN(label, data_type, p_data, components, p_min, p_max);
}
CIMGUI_API bool cimgui::ImGui_SliderScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::SliderScalarN(label, data_type, p_data, components, p_min, p_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_VSliderFloat(const char* label, cimgui::ImVec2 size, float* v, float v_min, float v_max)
{
return ::ImGui::VSliderFloat(label, ConvertToCPP_ImVec2(size), v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_VSliderFloatEx(const char* label, cimgui::ImVec2 size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::VSliderFloat(label, ConvertToCPP_ImVec2(size), v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_VSliderInt(const char* label, cimgui::ImVec2 size, int* v, int v_min, int v_max)
{
return ::ImGui::VSliderInt(label, ConvertToCPP_ImVec2(size), v, v_min, v_max);
}
CIMGUI_API bool cimgui::ImGui_VSliderIntEx(const char* label, cimgui::ImVec2 size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::VSliderInt(label, ConvertToCPP_ImVec2(size), v, v_min, v_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_VSliderScalar(const char* label, cimgui::ImVec2 size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
{
return ::ImGui::VSliderScalar(label, ConvertToCPP_ImVec2(size), data_type, p_data, p_min, p_max);
}
CIMGUI_API bool cimgui::ImGui_VSliderScalarEx(const char* label, cimgui::ImVec2 size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
{
return ::ImGui::VSliderScalar(label, ConvertToCPP_ImVec2(size), data_type, p_data, p_min, p_max, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags)
{
return ::ImGui::InputText(label, buf, buf_size, flags);
}
CIMGUI_API bool cimgui::ImGui_InputTextEx(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, cimgui::ImGuiInputTextCallback callback, void* user_data)
{
return ::ImGui::InputText(label, buf, buf_size, flags, reinterpret_cast<::ImGuiInputTextCallback>(callback), user_data);
}
CIMGUI_API bool cimgui::ImGui_InputTextMultiline(const char* label, char* buf, size_t buf_size)
{
return ::ImGui::InputTextMultiline(label, buf, buf_size);
}
CIMGUI_API bool cimgui::ImGui_InputTextMultilineEx(const char* label, char* buf, size_t buf_size, cimgui::ImVec2 size, ImGuiInputTextFlags flags, cimgui::ImGuiInputTextCallback callback, void* user_data)
{
return ::ImGui::InputTextMultiline(label, buf, buf_size, ConvertToCPP_ImVec2(size), flags, reinterpret_cast<::ImGuiInputTextCallback>(callback), user_data);
}
CIMGUI_API bool cimgui::ImGui_InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags)
{
return ::ImGui::InputTextWithHint(label, hint, buf, buf_size, flags);
}
CIMGUI_API bool cimgui::ImGui_InputTextWithHintEx(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, cimgui::ImGuiInputTextCallback callback, void* user_data)
{
return ::ImGui::InputTextWithHint(label, hint, buf, buf_size, flags, reinterpret_cast<::ImGuiInputTextCallback>(callback), user_data);
}
CIMGUI_API bool cimgui::ImGui_InputFloat(const char* label, float* v)
{
return ::ImGui::InputFloat(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputFloatEx(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputFloat(label, v, step, step_fast, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputFloat2(const char* label, float v[2])
{
return ::ImGui::InputFloat2(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputFloat2Ex(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputFloat2(label, v, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputFloat3(const char* label, float v[3])
{
return ::ImGui::InputFloat3(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputFloat3Ex(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputFloat3(label, v, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputFloat4(const char* label, float v[4])
{
return ::ImGui::InputFloat4(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputFloat4Ex(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputFloat4(label, v, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputInt(const char* label, int* v)
{
return ::ImGui::InputInt(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputIntEx(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
{
return ::ImGui::InputInt(label, v, step, step_fast, flags);
}
CIMGUI_API bool cimgui::ImGui_InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
{
return ::ImGui::InputInt2(label, v, flags);
}
CIMGUI_API bool cimgui::ImGui_InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
{
return ::ImGui::InputInt3(label, v, flags);
}
CIMGUI_API bool cimgui::ImGui_InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
{
return ::ImGui::InputInt4(label, v, flags);
}
CIMGUI_API bool cimgui::ImGui_InputDouble(const char* label, double* v)
{
return ::ImGui::InputDouble(label, v);
}
CIMGUI_API bool cimgui::ImGui_InputDoubleEx(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputDouble(label, v, step, step_fast, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputScalar(const char* label, ImGuiDataType data_type, void* p_data)
{
return ::ImGui::InputScalar(label, data_type, p_data);
}
CIMGUI_API bool cimgui::ImGui_InputScalarEx(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputScalar(label, data_type, p_data, p_step, p_step_fast, format, flags);
}
CIMGUI_API bool cimgui::ImGui_InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components)
{
return ::ImGui::InputScalarN(label, data_type, p_data, components);
}
CIMGUI_API bool cimgui::ImGui_InputScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
{
return ::ImGui::InputScalarN(label, data_type, p_data, components, p_step, p_step_fast, format, flags);
}
CIMGUI_API bool cimgui::ImGui_ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
return ::ImGui::ColorEdit3(label, col, flags);
}
CIMGUI_API bool cimgui::ImGui_ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
return ::ImGui::ColorEdit4(label, col, flags);
}
CIMGUI_API bool cimgui::ImGui_ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
{
return ::ImGui::ColorPicker3(label, col, flags);
}
CIMGUI_API bool cimgui::ImGui_ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
{
return ::ImGui::ColorPicker4(label, col, flags, ref_col);
}
CIMGUI_API bool cimgui::ImGui_ColorButton(const char* desc_id, cimgui::ImVec4 col, ImGuiColorEditFlags flags)
{
return ::ImGui::ColorButton(desc_id, ConvertToCPP_ImVec4(col), flags);
}
CIMGUI_API bool cimgui::ImGui_ColorButtonEx(const char* desc_id, cimgui::ImVec4 col, ImGuiColorEditFlags flags, cimgui::ImVec2 size)
{
return ::ImGui::ColorButton(desc_id, ConvertToCPP_ImVec4(col), flags, ConvertToCPP_ImVec2(size));
}
CIMGUI_API void cimgui::ImGui_SetColorEditOptions(ImGuiColorEditFlags flags)
{
::ImGui::SetColorEditOptions(flags);
}
CIMGUI_API bool cimgui::ImGui_TreeNode(const char* label)
{
return ::ImGui::TreeNode(label);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeStr(const char* str_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
return ::ImGui::TreeNodeV(str_id, fmt, args);
va_end(args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodePtr(const void* ptr_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
return ::ImGui::TreeNodeV(ptr_id, fmt, args);
va_end(args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeV(const char* str_id, const char* fmt, va_list args)
{
return ::ImGui::TreeNodeV(str_id, fmt, args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeVPtr(const void* ptr_id, const char* fmt, va_list args)
{
return ::ImGui::TreeNodeV(ptr_id, fmt, args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
{
return ::ImGui::TreeNodeEx(label, flags);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeExStr(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
return ::ImGui::TreeNodeExV(str_id, flags, fmt, args);
va_end(args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeExPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
return ::ImGui::TreeNodeExV(ptr_id, flags, fmt, args);
va_end(args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
return ::ImGui::TreeNodeExV(str_id, flags, fmt, args);
}
CIMGUI_API bool cimgui::ImGui_TreeNodeExVPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
{
return ::ImGui::TreeNodeExV(ptr_id, flags, fmt, args);
}
CIMGUI_API void cimgui::ImGui_TreePush(const char* str_id)
{
::ImGui::TreePush(str_id);
}
CIMGUI_API void cimgui::ImGui_TreePushPtr(const void* ptr_id)
{
::ImGui::TreePush(ptr_id);
}
CIMGUI_API void cimgui::ImGui_TreePop(void)
{
::ImGui::TreePop();
}
CIMGUI_API float cimgui::ImGui_GetTreeNodeToLabelSpacing(void)
{
return ::ImGui::GetTreeNodeToLabelSpacing();
}
CIMGUI_API bool cimgui::ImGui_CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
{
return ::ImGui::CollapsingHeader(label, flags);
}
CIMGUI_API bool cimgui::ImGui_CollapsingHeaderBoolPtr(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
{
return ::ImGui::CollapsingHeader(label, p_visible, flags);
}
CIMGUI_API void cimgui::ImGui_SetNextItemOpen(bool is_open, ImGuiCond cond)
{
::ImGui::SetNextItemOpen(is_open, cond);
}
CIMGUI_API bool cimgui::ImGui_Selectable(const char* label)
{
return ::ImGui::Selectable(label);
}
CIMGUI_API bool cimgui::ImGui_SelectableEx(const char* label, bool selected, ImGuiSelectableFlags flags, cimgui::ImVec2 size)
{
return ::ImGui::Selectable(label, selected, flags, ConvertToCPP_ImVec2(size));
}
CIMGUI_API bool cimgui::ImGui_SelectableBoolPtr(const char* label, bool* p_selected, ImGuiSelectableFlags flags)
{
return ::ImGui::Selectable(label, p_selected, flags);
}
CIMGUI_API bool cimgui::ImGui_SelectableBoolPtrEx(const char* label, bool* p_selected, ImGuiSelectableFlags flags, cimgui::ImVec2 size)
{
return ::ImGui::Selectable(label, p_selected, flags, ConvertToCPP_ImVec2(size));
}
CIMGUI_API bool cimgui::ImGui_BeginListBox(const char* label, cimgui::ImVec2 size)
{
return ::ImGui::BeginListBox(label, ConvertToCPP_ImVec2(size));
}
CIMGUI_API void cimgui::ImGui_EndListBox(void)
{
::ImGui::EndListBox();
}
CIMGUI_API bool cimgui::ImGui_ListBox(const char* label, int* current_item, const char*const items[], int items_count, int height_in_items)
{
return ::ImGui::ListBox(label, current_item, items, items_count, height_in_items);
}
CIMGUI_API bool cimgui::ImGui_ListBoxCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count)
{
return ::ImGui::ListBox(label, current_item, getter, user_data, items_count);
}
CIMGUI_API bool cimgui::ImGui_ListBoxCallbackEx(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items)
{
return ::ImGui::ListBox(label, current_item, getter, user_data, items_count, height_in_items);
}
CIMGUI_API void cimgui::ImGui_PlotLines(const char* label, const float* values, int values_count)
{
::ImGui::PlotLines(label, values, values_count);
}
CIMGUI_API void cimgui::ImGui_PlotLinesEx(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, cimgui::ImVec2 graph_size, int stride)
{
::ImGui::PlotLines(label, values, values_count, values_offset, overlay_text, scale_min, scale_max, ConvertToCPP_ImVec2(graph_size), stride);
}
CIMGUI_API void cimgui::ImGui_PlotLinesCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count)
{
::ImGui::PlotLines(label, values_getter, data, values_count);
}
CIMGUI_API void cimgui::ImGui_PlotLinesCallbackEx(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, cimgui::ImVec2 graph_size)
{
::ImGui::PlotLines(label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, ConvertToCPP_ImVec2(graph_size));
}
CIMGUI_API void cimgui::ImGui_PlotHistogram(const char* label, const float* values, int values_count)
{
::ImGui::PlotHistogram(label, values, values_count);
}
CIMGUI_API void cimgui::ImGui_PlotHistogramEx(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, cimgui::ImVec2 graph_size, int stride)
{
::ImGui::PlotHistogram(label, values, values_count, values_offset, overlay_text, scale_min, scale_max, ConvertToCPP_ImVec2(graph_size), stride);
}
CIMGUI_API void cimgui::ImGui_PlotHistogramCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count)
{
::ImGui::PlotHistogram(label, values_getter, data, values_count);
}
CIMGUI_API void cimgui::ImGui_PlotHistogramCallbackEx(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, cimgui::ImVec2 graph_size)
{
::ImGui::PlotHistogram(label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, ConvertToCPP_ImVec2(graph_size));
}
CIMGUI_API bool cimgui::ImGui_BeginMenuBar(void)
{
return ::ImGui::BeginMenuBar();
}
CIMGUI_API void cimgui::ImGui_EndMenuBar(void)
{
::ImGui::EndMenuBar();
}
CIMGUI_API bool cimgui::ImGui_BeginMainMenuBar(void)
{
return ::ImGui::BeginMainMenuBar();
}
CIMGUI_API void cimgui::ImGui_EndMainMenuBar(void)
{
::ImGui::EndMainMenuBar();
}
CIMGUI_API bool cimgui::ImGui_BeginMenu(const char* label)
{
return ::ImGui::BeginMenu(label);
}
CIMGUI_API bool cimgui::ImGui_BeginMenuEx(const char* label, bool enabled)
{
return ::ImGui::BeginMenu(label, enabled);
}
CIMGUI_API void cimgui::ImGui_EndMenu(void)
{
::ImGui::EndMenu();
}
CIMGUI_API bool cimgui::ImGui_MenuItem(const char* label)
{
return ::ImGui::MenuItem(label);
}
CIMGUI_API bool cimgui::ImGui_MenuItemEx(const char* label, const char* shortcut, bool selected, bool enabled)
{
return ::ImGui::MenuItem(label, shortcut, selected, enabled);
}
CIMGUI_API bool cimgui::ImGui_MenuItemBoolPtr(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
return ::ImGui::MenuItem(label, shortcut, p_selected, enabled);
}
CIMGUI_API bool cimgui::ImGui_BeginTooltip(void)
{
return ::ImGui::BeginTooltip();
}
CIMGUI_API void cimgui::ImGui_EndTooltip(void)
{
::ImGui::EndTooltip();
}
CIMGUI_API void cimgui::ImGui_SetTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::SetTooltipV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_SetTooltipV(const char* fmt, va_list args)
{
::ImGui::SetTooltipV(fmt, args);
}
CIMGUI_API bool cimgui::ImGui_BeginItemTooltip(void)
{
return ::ImGui::BeginItemTooltip();
}
CIMGUI_API void cimgui::ImGui_SetItemTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::SetItemTooltipV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_SetItemTooltipV(const char* fmt, va_list args)
{
::ImGui::SetItemTooltipV(fmt, args);
}
CIMGUI_API bool cimgui::ImGui_BeginPopup(const char* str_id, ImGuiWindowFlags flags)
{
return ::ImGui::BeginPopup(str_id, flags);
}
CIMGUI_API bool cimgui::ImGui_BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
return ::ImGui::BeginPopupModal(name, p_open, flags);
}
CIMGUI_API void cimgui::ImGui_EndPopup(void)
{
::ImGui::EndPopup();
}
CIMGUI_API void cimgui::ImGui_OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{
::ImGui::OpenPopup(str_id, popup_flags);
}
CIMGUI_API void cimgui::ImGui_OpenPopupID(ImGuiID id, ImGuiPopupFlags popup_flags)
{
::ImGui::OpenPopup(id, popup_flags);
}
CIMGUI_API void cimgui::ImGui_OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
{
::ImGui::OpenPopupOnItemClick(str_id, popup_flags);
}
CIMGUI_API void cimgui::ImGui_CloseCurrentPopup(void)
{
::ImGui::CloseCurrentPopup();
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextItem(void)
{
return ::ImGui::BeginPopupContextItem();
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextItemEx(const char* str_id, ImGuiPopupFlags popup_flags)
{
return ::ImGui::BeginPopupContextItem(str_id, popup_flags);
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextWindow(void)
{
return ::ImGui::BeginPopupContextWindow();
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextWindowEx(const char* str_id, ImGuiPopupFlags popup_flags)
{
return ::ImGui::BeginPopupContextWindow(str_id, popup_flags);
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextVoid(void)
{
return ::ImGui::BeginPopupContextVoid();
}
CIMGUI_API bool cimgui::ImGui_BeginPopupContextVoidEx(const char* str_id, ImGuiPopupFlags popup_flags)
{
return ::ImGui::BeginPopupContextVoid(str_id, popup_flags);
}
CIMGUI_API bool cimgui::ImGui_IsPopupOpen(const char* str_id, ImGuiPopupFlags flags)
{
return ::ImGui::IsPopupOpen(str_id, flags);
}
CIMGUI_API bool cimgui::ImGui_BeginTable(const char* str_id, int column, ImGuiTableFlags flags)
{
return ::ImGui::BeginTable(str_id, column, flags);
}
CIMGUI_API bool cimgui::ImGui_BeginTableEx(const char* str_id, int column, ImGuiTableFlags flags, cimgui::ImVec2 outer_size, float inner_width)
{
return ::ImGui::BeginTable(str_id, column, flags, ConvertToCPP_ImVec2(outer_size), inner_width);
}
CIMGUI_API void cimgui::ImGui_EndTable(void)
{
::ImGui::EndTable();
}
CIMGUI_API void cimgui::ImGui_TableNextRow(void)
{
::ImGui::TableNextRow();
}
CIMGUI_API void cimgui::ImGui_TableNextRowEx(ImGuiTableRowFlags row_flags, float min_row_height)
{
::ImGui::TableNextRow(row_flags, min_row_height);
}
CIMGUI_API bool cimgui::ImGui_TableNextColumn(void)
{
return ::ImGui::TableNextColumn();
}
CIMGUI_API bool cimgui::ImGui_TableSetColumnIndex(int column_n)
{
return ::ImGui::TableSetColumnIndex(column_n);
}
CIMGUI_API void cimgui::ImGui_TableSetupColumn(const char* label, ImGuiTableColumnFlags flags)
{
::ImGui::TableSetupColumn(label, flags);
}
CIMGUI_API void cimgui::ImGui_TableSetupColumnEx(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
{
::ImGui::TableSetupColumn(label, flags, init_width_or_weight, user_id);
}
CIMGUI_API void cimgui::ImGui_TableSetupScrollFreeze(int cols, int rows)
{
::ImGui::TableSetupScrollFreeze(cols, rows);
}
CIMGUI_API void cimgui::ImGui_TableHeader(const char* label)
{
::ImGui::TableHeader(label);
}
CIMGUI_API void cimgui::ImGui_TableHeadersRow(void)
{
::ImGui::TableHeadersRow();
}
CIMGUI_API void cimgui::ImGui_TableAngledHeadersRow(void)
{
::ImGui::TableAngledHeadersRow();
}
CIMGUI_API cimgui::ImGuiTableSortSpecs* cimgui::ImGui_TableGetSortSpecs(void)
{
return reinterpret_cast<::cimgui::ImGuiTableSortSpecs*>(::ImGui::TableGetSortSpecs());
}
CIMGUI_API int cimgui::ImGui_TableGetColumnCount(void)
{
return ::ImGui::TableGetColumnCount();
}
CIMGUI_API int cimgui::ImGui_TableGetColumnIndex(void)
{
return ::ImGui::TableGetColumnIndex();
}
CIMGUI_API int cimgui::ImGui_TableGetRowIndex(void)
{
return ::ImGui::TableGetRowIndex();
}
CIMGUI_API const char* cimgui::ImGui_TableGetColumnName(int column_n)
{
return ::ImGui::TableGetColumnName(column_n);
}
CIMGUI_API ImGuiTableColumnFlags cimgui::ImGui_TableGetColumnFlags(int column_n)
{
return ::ImGui::TableGetColumnFlags(column_n);
}
CIMGUI_API void cimgui::ImGui_TableSetColumnEnabled(int column_n, bool v)
{
::ImGui::TableSetColumnEnabled(column_n, v);
}
CIMGUI_API void cimgui::ImGui_TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
{
::ImGui::TableSetBgColor(target, color, column_n);
}
CIMGUI_API void cimgui::ImGui_Columns(void)
{
::ImGui::Columns();
}
CIMGUI_API void cimgui::ImGui_ColumnsEx(int count, const char* id, bool border)
{
::ImGui::Columns(count, id, border);
}
CIMGUI_API void cimgui::ImGui_NextColumn(void)
{
::ImGui::NextColumn();
}
CIMGUI_API int cimgui::ImGui_GetColumnIndex(void)
{
return ::ImGui::GetColumnIndex();
}
CIMGUI_API float cimgui::ImGui_GetColumnWidth(int column_index)
{
return ::ImGui::GetColumnWidth(column_index);
}
CIMGUI_API void cimgui::ImGui_SetColumnWidth(int column_index, float width)
{
::ImGui::SetColumnWidth(column_index, width);
}
CIMGUI_API float cimgui::ImGui_GetColumnOffset(int column_index)
{
return ::ImGui::GetColumnOffset(column_index);
}
CIMGUI_API void cimgui::ImGui_SetColumnOffset(int column_index, float offset_x)
{
::ImGui::SetColumnOffset(column_index, offset_x);
}
CIMGUI_API int cimgui::ImGui_GetColumnsCount(void)
{
return ::ImGui::GetColumnsCount();
}
CIMGUI_API bool cimgui::ImGui_BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
{
return ::ImGui::BeginTabBar(str_id, flags);
}
CIMGUI_API void cimgui::ImGui_EndTabBar(void)
{
::ImGui::EndTabBar();
}
CIMGUI_API bool cimgui::ImGui_BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)
{
return ::ImGui::BeginTabItem(label, p_open, flags);
}
CIMGUI_API void cimgui::ImGui_EndTabItem(void)
{
::ImGui::EndTabItem();
}
CIMGUI_API bool cimgui::ImGui_TabItemButton(const char* label, ImGuiTabItemFlags flags)
{
return ::ImGui::TabItemButton(label, flags);
}
CIMGUI_API void cimgui::ImGui_SetTabItemClosed(const char* tab_or_docked_window_label)
{
::ImGui::SetTabItemClosed(tab_or_docked_window_label);
}
CIMGUI_API ImGuiID cimgui::ImGui_DockSpace(ImGuiID dockspace_id)
{
return ::ImGui::DockSpace(dockspace_id);
}
CIMGUI_API ImGuiID cimgui::ImGui_DockSpaceEx(ImGuiID dockspace_id, cimgui::ImVec2 size, ImGuiDockNodeFlags flags, const cimgui::ImGuiWindowClass* window_class)
{
return ::ImGui::DockSpace(dockspace_id, ConvertToCPP_ImVec2(size), flags, reinterpret_cast<const ::ImGuiWindowClass*>(window_class));
}
CIMGUI_API ImGuiID cimgui::ImGui_DockSpaceOverViewport(void)
{
return ::ImGui::DockSpaceOverViewport();
}
CIMGUI_API ImGuiID cimgui::ImGui_DockSpaceOverViewportEx(ImGuiID dockspace_id, const cimgui::ImGuiViewport* viewport, ImGuiDockNodeFlags flags, const cimgui::ImGuiWindowClass* window_class)
{
return ::ImGui::DockSpaceOverViewport(dockspace_id, reinterpret_cast<const ::ImGuiViewport*>(viewport), flags, reinterpret_cast<const ::ImGuiWindowClass*>(window_class));
}
CIMGUI_API void cimgui::ImGui_SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond)
{
::ImGui::SetNextWindowDockID(dock_id, cond);
}
CIMGUI_API void cimgui::ImGui_SetNextWindowClass(const cimgui::ImGuiWindowClass* window_class)
{
::ImGui::SetNextWindowClass(reinterpret_cast<const ::ImGuiWindowClass*>(window_class));
}
CIMGUI_API ImGuiID cimgui::ImGui_GetWindowDockID(void)
{
return ::ImGui::GetWindowDockID();
}
CIMGUI_API bool cimgui::ImGui_IsWindowDocked(void)
{
return ::ImGui::IsWindowDocked();
}
CIMGUI_API void cimgui::ImGui_LogToTTY(int auto_open_depth)
{
::ImGui::LogToTTY(auto_open_depth);
}
CIMGUI_API void cimgui::ImGui_LogToFile(int auto_open_depth, const char* filename)
{
::ImGui::LogToFile(auto_open_depth, filename);
}
CIMGUI_API void cimgui::ImGui_LogToClipboard(int auto_open_depth)
{
::ImGui::LogToClipboard(auto_open_depth);
}
CIMGUI_API void cimgui::ImGui_LogFinish(void)
{
::ImGui::LogFinish();
}
CIMGUI_API void cimgui::ImGui_LogButtons(void)
{
::ImGui::LogButtons();
}
CIMGUI_API void cimgui::ImGui_LogText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
::ImGui::LogTextV(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGui_LogTextV(const char* fmt, va_list args)
{
::ImGui::LogTextV(fmt, args);
}
CIMGUI_API bool cimgui::ImGui_BeginDragDropSource(ImGuiDragDropFlags flags)
{
return ::ImGui::BeginDragDropSource(flags);
}
CIMGUI_API bool cimgui::ImGui_SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond)
{
return ::ImGui::SetDragDropPayload(type, data, sz, cond);
}
CIMGUI_API void cimgui::ImGui_EndDragDropSource(void)
{
::ImGui::EndDragDropSource();
}
CIMGUI_API bool cimgui::ImGui_BeginDragDropTarget(void)
{
return ::ImGui::BeginDragDropTarget();
}
CIMGUI_API const cimgui::ImGuiPayload* cimgui::ImGui_AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
{
return reinterpret_cast<const ::cimgui::ImGuiPayload*>(::ImGui::AcceptDragDropPayload(type, flags));
}
CIMGUI_API void cimgui::ImGui_EndDragDropTarget(void)
{
::ImGui::EndDragDropTarget();
}
CIMGUI_API const cimgui::ImGuiPayload* cimgui::ImGui_GetDragDropPayload(void)
{
return reinterpret_cast<const ::cimgui::ImGuiPayload*>(::ImGui::GetDragDropPayload());
}
CIMGUI_API void cimgui::ImGui_BeginDisabled(bool disabled)
{
::ImGui::BeginDisabled(disabled);
}
CIMGUI_API void cimgui::ImGui_EndDisabled(void)
{
::ImGui::EndDisabled();
}
CIMGUI_API void cimgui::ImGui_PushClipRect(cimgui::ImVec2 clip_rect_min, cimgui::ImVec2 clip_rect_max, bool intersect_with_current_clip_rect)
{
::ImGui::PushClipRect(ConvertToCPP_ImVec2(clip_rect_min), ConvertToCPP_ImVec2(clip_rect_max), intersect_with_current_clip_rect);
}
CIMGUI_API void cimgui::ImGui_PopClipRect(void)
{
::ImGui::PopClipRect();
}
CIMGUI_API void cimgui::ImGui_SetItemDefaultFocus(void)
{
::ImGui::SetItemDefaultFocus();
}
CIMGUI_API void cimgui::ImGui_SetKeyboardFocusHere(void)
{
::ImGui::SetKeyboardFocusHere();
}
CIMGUI_API void cimgui::ImGui_SetKeyboardFocusHereEx(int offset)
{
::ImGui::SetKeyboardFocusHere(offset);
}
CIMGUI_API void cimgui::ImGui_SetNextItemAllowOverlap(void)
{
::ImGui::SetNextItemAllowOverlap();
}
CIMGUI_API bool cimgui::ImGui_IsItemHovered(ImGuiHoveredFlags flags)
{
return ::ImGui::IsItemHovered(flags);
}
CIMGUI_API bool cimgui::ImGui_IsItemActive(void)
{
return ::ImGui::IsItemActive();
}
CIMGUI_API bool cimgui::ImGui_IsItemFocused(void)
{
return ::ImGui::IsItemFocused();
}
CIMGUI_API bool cimgui::ImGui_IsItemClicked(void)
{
return ::ImGui::IsItemClicked();
}
CIMGUI_API bool cimgui::ImGui_IsItemClickedEx(ImGuiMouseButton mouse_button)
{
return ::ImGui::IsItemClicked(mouse_button);
}
CIMGUI_API bool cimgui::ImGui_IsItemVisible(void)
{
return ::ImGui::IsItemVisible();
}
CIMGUI_API bool cimgui::ImGui_IsItemEdited(void)
{
return ::ImGui::IsItemEdited();
}
CIMGUI_API bool cimgui::ImGui_IsItemActivated(void)
{
return ::ImGui::IsItemActivated();
}
CIMGUI_API bool cimgui::ImGui_IsItemDeactivated(void)
{
return ::ImGui::IsItemDeactivated();
}
CIMGUI_API bool cimgui::ImGui_IsItemDeactivatedAfterEdit(void)
{
return ::ImGui::IsItemDeactivatedAfterEdit();
}
CIMGUI_API bool cimgui::ImGui_IsItemToggledOpen(void)
{
return ::ImGui::IsItemToggledOpen();
}
CIMGUI_API bool cimgui::ImGui_IsAnyItemHovered(void)
{
return ::ImGui::IsAnyItemHovered();
}
CIMGUI_API bool cimgui::ImGui_IsAnyItemActive(void)
{
return ::ImGui::IsAnyItemActive();
}
CIMGUI_API bool cimgui::ImGui_IsAnyItemFocused(void)
{
return ::ImGui::IsAnyItemFocused();
}
CIMGUI_API ImGuiID cimgui::ImGui_GetItemID(void)
{
return ::ImGui::GetItemID();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetItemRectMin(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetItemRectMin());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetItemRectMax(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetItemRectMax());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetItemRectSize(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetItemRectSize());
}
CIMGUI_API cimgui::ImGuiViewport* cimgui::ImGui_GetMainViewport(void)
{
return reinterpret_cast<::cimgui::ImGuiViewport*>(::ImGui::GetMainViewport());
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImGui_GetBackgroundDrawList(void)
{
return reinterpret_cast<::cimgui::ImDrawList*>(::ImGui::GetBackgroundDrawList());
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImGui_GetForegroundDrawList(void)
{
return reinterpret_cast<::cimgui::ImDrawList*>(::ImGui::GetForegroundDrawList());
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImGui_GetBackgroundDrawListImGuiViewportPtr(cimgui::ImGuiViewport* viewport)
{
return reinterpret_cast<::cimgui::ImDrawList*>(::ImGui::GetBackgroundDrawList(reinterpret_cast<::ImGuiViewport*>(viewport)));
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImGui_GetForegroundDrawListImGuiViewportPtr(cimgui::ImGuiViewport* viewport)
{
return reinterpret_cast<::cimgui::ImDrawList*>(::ImGui::GetForegroundDrawList(reinterpret_cast<::ImGuiViewport*>(viewport)));
}
CIMGUI_API bool cimgui::ImGui_IsRectVisibleBySize(cimgui::ImVec2 size)
{
return ::ImGui::IsRectVisible(ConvertToCPP_ImVec2(size));
}
CIMGUI_API bool cimgui::ImGui_IsRectVisible(cimgui::ImVec2 rect_min, cimgui::ImVec2 rect_max)
{
return ::ImGui::IsRectVisible(ConvertToCPP_ImVec2(rect_min), ConvertToCPP_ImVec2(rect_max));
}
CIMGUI_API double cimgui::ImGui_GetTime(void)
{
return ::ImGui::GetTime();
}
CIMGUI_API int cimgui::ImGui_GetFrameCount(void)
{
return ::ImGui::GetFrameCount();
}
CIMGUI_API cimgui::ImDrawListSharedData* cimgui::ImGui_GetDrawListSharedData(void)
{
return reinterpret_cast<::cimgui::ImDrawListSharedData*>(::ImGui::GetDrawListSharedData());
}
CIMGUI_API const char* cimgui::ImGui_GetStyleColorName(ImGuiCol idx)
{
return ::ImGui::GetStyleColorName(idx);
}
CIMGUI_API void cimgui::ImGui_SetStateStorage(cimgui::ImGuiStorage* storage)
{
::ImGui::SetStateStorage(reinterpret_cast<::ImGuiStorage*>(storage));
}
CIMGUI_API cimgui::ImGuiStorage* cimgui::ImGui_GetStateStorage(void)
{
return reinterpret_cast<::cimgui::ImGuiStorage*>(::ImGui::GetStateStorage());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_CalcTextSize(const char* text)
{
return ConvertFromCPP_ImVec2(::ImGui::CalcTextSize(text));
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_CalcTextSizeEx(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
return ConvertFromCPP_ImVec2(::ImGui::CalcTextSize(text, text_end, hide_text_after_double_hash, wrap_width));
}
CIMGUI_API cimgui::ImVec4 cimgui::ImGui_ColorConvertU32ToFloat4(ImU32 in)
{
return ConvertFromCPP_ImVec4(::ImGui::ColorConvertU32ToFloat4(in));
}
CIMGUI_API ImU32 cimgui::ImGui_ColorConvertFloat4ToU32(cimgui::ImVec4 in)
{
return ::ImGui::ColorConvertFloat4ToU32(ConvertToCPP_ImVec4(in));
}
CIMGUI_API void cimgui::ImGui_ColorConvertRGBtoHSV(float r, float g, float b, float* out_h, float* out_s, float* out_v)
{
::ImGui::ColorConvertRGBtoHSV(r, g, b, *out_h, *out_s, *out_v);
}
CIMGUI_API void cimgui::ImGui_ColorConvertHSVtoRGB(float h, float s, float v, float* out_r, float* out_g, float* out_b)
{
::ImGui::ColorConvertHSVtoRGB(h, s, v, *out_r, *out_g, *out_b);
}
CIMGUI_API bool cimgui::ImGui_IsKeyDown(cimgui::ImGuiKey key)
{
return ::ImGui::IsKeyDown(static_cast<::ImGuiKey>(key));
}
CIMGUI_API bool cimgui::ImGui_IsKeyPressed(cimgui::ImGuiKey key)
{
return ::ImGui::IsKeyPressed(static_cast<::ImGuiKey>(key));
}
CIMGUI_API bool cimgui::ImGui_IsKeyPressedEx(cimgui::ImGuiKey key, bool repeat)
{
return ::ImGui::IsKeyPressed(static_cast<::ImGuiKey>(key), repeat);
}
CIMGUI_API bool cimgui::ImGui_IsKeyReleased(cimgui::ImGuiKey key)
{
return ::ImGui::IsKeyReleased(static_cast<::ImGuiKey>(key));
}
CIMGUI_API bool cimgui::ImGui_IsKeyChordPressed(ImGuiKeyChord key_chord)
{
return ::ImGui::IsKeyChordPressed(key_chord);
}
CIMGUI_API int cimgui::ImGui_GetKeyPressedAmount(cimgui::ImGuiKey key, float repeat_delay, float rate)
{
return ::ImGui::GetKeyPressedAmount(static_cast<::ImGuiKey>(key), repeat_delay, rate);
}
CIMGUI_API const char* cimgui::ImGui_GetKeyName(cimgui::ImGuiKey key)
{
return ::ImGui::GetKeyName(static_cast<::ImGuiKey>(key));
}
CIMGUI_API void cimgui::ImGui_SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
{
::ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard);
}
CIMGUI_API bool cimgui::ImGui_Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
{
return ::ImGui::Shortcut(key_chord, flags);
}
CIMGUI_API void cimgui::ImGui_SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
{
::ImGui::SetNextItemShortcut(key_chord, flags);
}
CIMGUI_API bool cimgui::ImGui_IsMouseDown(ImGuiMouseButton button)
{
return ::ImGui::IsMouseDown(button);
}
CIMGUI_API bool cimgui::ImGui_IsMouseClicked(ImGuiMouseButton button)
{
return ::ImGui::IsMouseClicked(button);
}
CIMGUI_API bool cimgui::ImGui_IsMouseClickedEx(ImGuiMouseButton button, bool repeat)
{
return ::ImGui::IsMouseClicked(button, repeat);
}
CIMGUI_API bool cimgui::ImGui_IsMouseReleased(ImGuiMouseButton button)
{
return ::ImGui::IsMouseReleased(button);
}
CIMGUI_API bool cimgui::ImGui_IsMouseDoubleClicked(ImGuiMouseButton button)
{
return ::ImGui::IsMouseDoubleClicked(button);
}
CIMGUI_API int cimgui::ImGui_GetMouseClickedCount(ImGuiMouseButton button)
{
return ::ImGui::GetMouseClickedCount(button);
}
CIMGUI_API bool cimgui::ImGui_IsMouseHoveringRect(cimgui::ImVec2 r_min, cimgui::ImVec2 r_max)
{
return ::ImGui::IsMouseHoveringRect(ConvertToCPP_ImVec2(r_min), ConvertToCPP_ImVec2(r_max));
}
CIMGUI_API bool cimgui::ImGui_IsMouseHoveringRectEx(cimgui::ImVec2 r_min, cimgui::ImVec2 r_max, bool clip)
{
return ::ImGui::IsMouseHoveringRect(ConvertToCPP_ImVec2(r_min), ConvertToCPP_ImVec2(r_max), clip);
}
CIMGUI_API bool cimgui::ImGui_IsMousePosValid(const cimgui::ImVec2* mouse_pos)
{
return ::ImGui::IsMousePosValid(reinterpret_cast<const ::ImVec2*>(mouse_pos));
}
CIMGUI_API bool cimgui::ImGui_IsAnyMouseDown(void)
{
return ::ImGui::IsAnyMouseDown();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetMousePos(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetMousePos());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetMousePosOnOpeningCurrentPopup(void)
{
return ConvertFromCPP_ImVec2(::ImGui::GetMousePosOnOpeningCurrentPopup());
}
CIMGUI_API bool cimgui::ImGui_IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
{
return ::ImGui::IsMouseDragging(button, lock_threshold);
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGui_GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
{
return ConvertFromCPP_ImVec2(::ImGui::GetMouseDragDelta(button, lock_threshold));
}
CIMGUI_API void cimgui::ImGui_ResetMouseDragDelta(void)
{
::ImGui::ResetMouseDragDelta();
}
CIMGUI_API void cimgui::ImGui_ResetMouseDragDeltaEx(ImGuiMouseButton button)
{
::ImGui::ResetMouseDragDelta(button);
}
CIMGUI_API ImGuiMouseCursor cimgui::ImGui_GetMouseCursor(void)
{
return ::ImGui::GetMouseCursor();
}
CIMGUI_API void cimgui::ImGui_SetMouseCursor(ImGuiMouseCursor cursor_type)
{
::ImGui::SetMouseCursor(cursor_type);
}
CIMGUI_API void cimgui::ImGui_SetNextFrameWantCaptureMouse(bool want_capture_mouse)
{
::ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse);
}
CIMGUI_API const char* cimgui::ImGui_GetClipboardText(void)
{
return ::ImGui::GetClipboardText();
}
CIMGUI_API void cimgui::ImGui_SetClipboardText(const char* text)
{
::ImGui::SetClipboardText(text);
}
CIMGUI_API void cimgui::ImGui_LoadIniSettingsFromDisk(const char* ini_filename)
{
::ImGui::LoadIniSettingsFromDisk(ini_filename);
}
CIMGUI_API void cimgui::ImGui_LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
{
::ImGui::LoadIniSettingsFromMemory(ini_data, ini_size);
}
CIMGUI_API void cimgui::ImGui_SaveIniSettingsToDisk(const char* ini_filename)
{
::ImGui::SaveIniSettingsToDisk(ini_filename);
}
CIMGUI_API const char* cimgui::ImGui_SaveIniSettingsToMemory(size_t* out_ini_size)
{
return ::ImGui::SaveIniSettingsToMemory(out_ini_size);
}
CIMGUI_API void cimgui::ImGui_DebugTextEncoding(const char* text)
{
::ImGui::DebugTextEncoding(text);
}
CIMGUI_API void cimgui::ImGui_DebugFlashStyleColor(ImGuiCol idx)
{
::ImGui::DebugFlashStyleColor(idx);
}
CIMGUI_API void cimgui::ImGui_DebugStartItemPicker(void)
{
::ImGui::DebugStartItemPicker();
}
CIMGUI_API bool cimgui::ImGui_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)
{
return ::ImGui::DebugCheckVersionAndDataLayout(version_str, sz_io, sz_style, sz_vec2, sz_vec4, sz_drawvert, sz_drawidx);
}
CIMGUI_API void cimgui::ImGui_SetAllocatorFunctions(cimgui::ImGuiMemAllocFunc alloc_func, cimgui::ImGuiMemFreeFunc free_func, void* user_data)
{
::ImGui::SetAllocatorFunctions(reinterpret_cast<::ImGuiMemAllocFunc>(alloc_func), reinterpret_cast<::ImGuiMemFreeFunc>(free_func), user_data);
}
CIMGUI_API void cimgui::ImGui_GetAllocatorFunctions(cimgui::ImGuiMemAllocFunc* p_alloc_func, cimgui::ImGuiMemFreeFunc* p_free_func, void** p_user_data)
{
::ImGui::GetAllocatorFunctions(reinterpret_cast<::ImGuiMemAllocFunc*>(p_alloc_func), reinterpret_cast<::ImGuiMemFreeFunc*>(p_free_func), p_user_data);
}
CIMGUI_API void* cimgui::ImGui_MemAlloc(size_t size)
{
return ::ImGui::MemAlloc(size);
}
CIMGUI_API void cimgui::ImGui_MemFree(void* ptr)
{
::ImGui::MemFree(ptr);
}
CIMGUI_API cimgui::ImGuiPlatformIO* cimgui::ImGui_GetPlatformIO(void)
{
return reinterpret_cast<::cimgui::ImGuiPlatformIO*>(&::ImGui::GetPlatformIO());
}
CIMGUI_API void cimgui::ImGui_UpdatePlatformWindows(void)
{
::ImGui::UpdatePlatformWindows();
}
CIMGUI_API void cimgui::ImGui_RenderPlatformWindowsDefault(void)
{
::ImGui::RenderPlatformWindowsDefault();
}
CIMGUI_API void cimgui::ImGui_RenderPlatformWindowsDefaultEx(void* platform_render_arg, void* renderer_render_arg)
{
::ImGui::RenderPlatformWindowsDefault(platform_render_arg, renderer_render_arg);
}
CIMGUI_API void cimgui::ImGui_DestroyPlatformWindows(void)
{
::ImGui::DestroyPlatformWindows();
}
CIMGUI_API cimgui::ImGuiViewport* cimgui::ImGui_FindViewportByID(ImGuiID id)
{
return reinterpret_cast<::cimgui::ImGuiViewport*>(::ImGui::FindViewportByID(id));
}
CIMGUI_API cimgui::ImGuiViewport* cimgui::ImGui_FindViewportByPlatformHandle(void* platform_handle)
{
return reinterpret_cast<::cimgui::ImGuiViewport*>(::ImGui::FindViewportByPlatformHandle(platform_handle));
}
CIMGUI_API void cimgui::ImGuiStyle_ScaleAllSizes(cimgui::ImGuiStyle* self, float scale_factor)
{
reinterpret_cast<::ImGuiStyle*>(self)->ScaleAllSizes(scale_factor);
}
CIMGUI_API void cimgui::ImGuiIO_AddKeyEvent(cimgui::ImGuiIO* self, cimgui::ImGuiKey key, bool down)
{
reinterpret_cast<::ImGuiIO*>(self)->AddKeyEvent(static_cast<::ImGuiKey>(key), down);
}
CIMGUI_API void cimgui::ImGuiIO_AddKeyAnalogEvent(cimgui::ImGuiIO* self, cimgui::ImGuiKey key, bool down, float v)
{
reinterpret_cast<::ImGuiIO*>(self)->AddKeyAnalogEvent(static_cast<::ImGuiKey>(key), down, v);
}
CIMGUI_API void cimgui::ImGuiIO_AddMousePosEvent(cimgui::ImGuiIO* self, float x, float y)
{
reinterpret_cast<::ImGuiIO*>(self)->AddMousePosEvent(x, y);
}
CIMGUI_API void cimgui::ImGuiIO_AddMouseButtonEvent(cimgui::ImGuiIO* self, int button, bool down)
{
reinterpret_cast<::ImGuiIO*>(self)->AddMouseButtonEvent(button, down);
}
CIMGUI_API void cimgui::ImGuiIO_AddMouseWheelEvent(cimgui::ImGuiIO* self, float wheel_x, float wheel_y)
{
reinterpret_cast<::ImGuiIO*>(self)->AddMouseWheelEvent(wheel_x, wheel_y);
}
CIMGUI_API void cimgui::ImGuiIO_AddMouseSourceEvent(cimgui::ImGuiIO* self, cimgui::ImGuiMouseSource source)
{
reinterpret_cast<::ImGuiIO*>(self)->AddMouseSourceEvent(static_cast<::ImGuiMouseSource>(source));
}
CIMGUI_API void cimgui::ImGuiIO_AddMouseViewportEvent(cimgui::ImGuiIO* self, ImGuiID id)
{
reinterpret_cast<::ImGuiIO*>(self)->AddMouseViewportEvent(id);
}
CIMGUI_API void cimgui::ImGuiIO_AddFocusEvent(cimgui::ImGuiIO* self, bool focused)
{
reinterpret_cast<::ImGuiIO*>(self)->AddFocusEvent(focused);
}
CIMGUI_API void cimgui::ImGuiIO_AddInputCharacter(cimgui::ImGuiIO* self, unsigned int c)
{
reinterpret_cast<::ImGuiIO*>(self)->AddInputCharacter(c);
}
CIMGUI_API void cimgui::ImGuiIO_AddInputCharacterUTF16(cimgui::ImGuiIO* self, ImWchar16 c)
{
reinterpret_cast<::ImGuiIO*>(self)->AddInputCharacterUTF16(c);
}
CIMGUI_API void cimgui::ImGuiIO_AddInputCharactersUTF8(cimgui::ImGuiIO* self, const char* str)
{
reinterpret_cast<::ImGuiIO*>(self)->AddInputCharactersUTF8(str);
}
CIMGUI_API void cimgui::ImGuiIO_SetKeyEventNativeData(cimgui::ImGuiIO* self, cimgui::ImGuiKey key, int native_keycode, int native_scancode)
{
reinterpret_cast<::ImGuiIO*>(self)->SetKeyEventNativeData(static_cast<::ImGuiKey>(key), native_keycode, native_scancode);
}
CIMGUI_API void cimgui::ImGuiIO_SetKeyEventNativeDataEx(cimgui::ImGuiIO* self, cimgui::ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
{
reinterpret_cast<::ImGuiIO*>(self)->SetKeyEventNativeData(static_cast<::ImGuiKey>(key), native_keycode, native_scancode, native_legacy_index);
}
CIMGUI_API void cimgui::ImGuiIO_SetAppAcceptingEvents(cimgui::ImGuiIO* self, bool accepting_events)
{
reinterpret_cast<::ImGuiIO*>(self)->SetAppAcceptingEvents(accepting_events);
}
CIMGUI_API void cimgui::ImGuiIO_ClearEventsQueue(cimgui::ImGuiIO* self)
{
reinterpret_cast<::ImGuiIO*>(self)->ClearEventsQueue();
}
CIMGUI_API void cimgui::ImGuiIO_ClearInputKeys(cimgui::ImGuiIO* self)
{
reinterpret_cast<::ImGuiIO*>(self)->ClearInputKeys();
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void cimgui::ImGuiIO_ClearInputCharacters(cimgui::ImGuiIO* self)
{
reinterpret_cast<::ImGuiIO*>(self)->ClearInputCharacters();
}
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void cimgui::ImGuiInputTextCallbackData_DeleteChars(cimgui::ImGuiInputTextCallbackData* self, int pos, int bytes_count)
{
reinterpret_cast<::ImGuiInputTextCallbackData*>(self)->DeleteChars(pos, bytes_count);
}
CIMGUI_API void cimgui::ImGuiInputTextCallbackData_InsertChars(cimgui::ImGuiInputTextCallbackData* self, int pos, const char* text, const char* text_end)
{
reinterpret_cast<::ImGuiInputTextCallbackData*>(self)->InsertChars(pos, text, text_end);
}
CIMGUI_API void cimgui::ImGuiInputTextCallbackData_SelectAll(cimgui::ImGuiInputTextCallbackData* self)
{
reinterpret_cast<::ImGuiInputTextCallbackData*>(self)->SelectAll();
}
CIMGUI_API void cimgui::ImGuiInputTextCallbackData_ClearSelection(cimgui::ImGuiInputTextCallbackData* self)
{
reinterpret_cast<::ImGuiInputTextCallbackData*>(self)->ClearSelection();
}
CIMGUI_API bool cimgui::ImGuiInputTextCallbackData_HasSelection(const cimgui::ImGuiInputTextCallbackData* self)
{
return reinterpret_cast<const ::ImGuiInputTextCallbackData*>(self)->HasSelection();
}
CIMGUI_API void cimgui::ImGuiPayload_Clear(cimgui::ImGuiPayload* self)
{
reinterpret_cast<::ImGuiPayload*>(self)->Clear();
}
CIMGUI_API bool cimgui::ImGuiPayload_IsDataType(const cimgui::ImGuiPayload* self, const char* type)
{
return reinterpret_cast<const ::ImGuiPayload*>(self)->IsDataType(type);
}
CIMGUI_API bool cimgui::ImGuiPayload_IsPreview(const cimgui::ImGuiPayload* self)
{
return reinterpret_cast<const ::ImGuiPayload*>(self)->IsPreview();
}
CIMGUI_API bool cimgui::ImGuiPayload_IsDelivery(const cimgui::ImGuiPayload* self)
{
return reinterpret_cast<const ::ImGuiPayload*>(self)->IsDelivery();
}
CIMGUI_API bool cimgui::ImGuiTextFilter_ImGuiTextRange_empty(const cimgui::ImGuiTextFilter_ImGuiTextRange* self)
{
return reinterpret_cast<const ::ImGuiTextFilter::ImGuiTextRange*>(self)->empty();
}
CIMGUI_API void cimgui::ImGuiTextFilter_ImGuiTextRange_split(const cimgui::ImGuiTextFilter_ImGuiTextRange* self, char separator, cimgui::ImVector_ImGuiTextFilter_ImGuiTextRange* out)
{
reinterpret_cast<const ::ImGuiTextFilter::ImGuiTextRange*>(self)->split(separator, reinterpret_cast<::ImVector<::ImGuiTextFilter::ImGuiTextRange>*>(out));
}
CIMGUI_API bool cimgui::ImGuiTextFilter_Draw(cimgui::ImGuiTextFilter* self, const char* label, float width)
{
return reinterpret_cast<::ImGuiTextFilter*>(self)->Draw(label, width);
}
CIMGUI_API bool cimgui::ImGuiTextFilter_PassFilter(const cimgui::ImGuiTextFilter* self, const char* text, const char* text_end)
{
return reinterpret_cast<const ::ImGuiTextFilter*>(self)->PassFilter(text, text_end);
}
CIMGUI_API void cimgui::ImGuiTextFilter_Build(cimgui::ImGuiTextFilter* self)
{
reinterpret_cast<::ImGuiTextFilter*>(self)->Build();
}
CIMGUI_API void cimgui::ImGuiTextFilter_Clear(cimgui::ImGuiTextFilter* self)
{
reinterpret_cast<::ImGuiTextFilter*>(self)->Clear();
}
CIMGUI_API bool cimgui::ImGuiTextFilter_IsActive(const cimgui::ImGuiTextFilter* self)
{
return reinterpret_cast<const ::ImGuiTextFilter*>(self)->IsActive();
}
CIMGUI_API const char* cimgui::ImGuiTextBuffer_begin(const cimgui::ImGuiTextBuffer* self)
{
return reinterpret_cast<const ::ImGuiTextBuffer*>(self)->begin();
}
CIMGUI_API const char* cimgui::ImGuiTextBuffer_end(const cimgui::ImGuiTextBuffer* self)
{
return reinterpret_cast<const ::ImGuiTextBuffer*>(self)->end();
}
CIMGUI_API int cimgui::ImGuiTextBuffer_size(const cimgui::ImGuiTextBuffer* self)
{
return reinterpret_cast<const ::ImGuiTextBuffer*>(self)->size();
}
CIMGUI_API bool cimgui::ImGuiTextBuffer_empty(const cimgui::ImGuiTextBuffer* self)
{
return reinterpret_cast<const ::ImGuiTextBuffer*>(self)->empty();
}
CIMGUI_API void cimgui::ImGuiTextBuffer_clear(cimgui::ImGuiTextBuffer* self)
{
reinterpret_cast<::ImGuiTextBuffer*>(self)->clear();
}
CIMGUI_API void cimgui::ImGuiTextBuffer_reserve(cimgui::ImGuiTextBuffer* self, int capacity)
{
reinterpret_cast<::ImGuiTextBuffer*>(self)->reserve(capacity);
}
CIMGUI_API const char* cimgui::ImGuiTextBuffer_c_str(const cimgui::ImGuiTextBuffer* self)
{
return reinterpret_cast<const ::ImGuiTextBuffer*>(self)->c_str();
}
CIMGUI_API void cimgui::ImGuiTextBuffer_append(cimgui::ImGuiTextBuffer* self, const char* str, const char* str_end)
{
reinterpret_cast<::ImGuiTextBuffer*>(self)->append(str, str_end);
}
CIMGUI_API void cimgui::ImGuiTextBuffer_appendf(cimgui::ImGuiTextBuffer* self, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
reinterpret_cast<::ImGuiTextBuffer*>(self)->appendfv(fmt, args);
va_end(args);
}
CIMGUI_API void cimgui::ImGuiTextBuffer_appendfv(cimgui::ImGuiTextBuffer* self, const char* fmt, va_list args)
{
reinterpret_cast<::ImGuiTextBuffer*>(self)->appendfv(fmt, args);
}
CIMGUI_API void cimgui::ImGuiStorage_Clear(cimgui::ImGuiStorage* self)
{
reinterpret_cast<::ImGuiStorage*>(self)->Clear();
}
CIMGUI_API int cimgui::ImGuiStorage_GetInt(const cimgui::ImGuiStorage* self, ImGuiID key, int default_val)
{
return reinterpret_cast<const ::ImGuiStorage*>(self)->GetInt(key, default_val);
}
CIMGUI_API void cimgui::ImGuiStorage_SetInt(cimgui::ImGuiStorage* self, ImGuiID key, int val)
{
reinterpret_cast<::ImGuiStorage*>(self)->SetInt(key, val);
}
CIMGUI_API bool cimgui::ImGuiStorage_GetBool(const cimgui::ImGuiStorage* self, ImGuiID key, bool default_val)
{
return reinterpret_cast<const ::ImGuiStorage*>(self)->GetBool(key, default_val);
}
CIMGUI_API void cimgui::ImGuiStorage_SetBool(cimgui::ImGuiStorage* self, ImGuiID key, bool val)
{
reinterpret_cast<::ImGuiStorage*>(self)->SetBool(key, val);
}
CIMGUI_API float cimgui::ImGuiStorage_GetFloat(const cimgui::ImGuiStorage* self, ImGuiID key, float default_val)
{
return reinterpret_cast<const ::ImGuiStorage*>(self)->GetFloat(key, default_val);
}
CIMGUI_API void cimgui::ImGuiStorage_SetFloat(cimgui::ImGuiStorage* self, ImGuiID key, float val)
{
reinterpret_cast<::ImGuiStorage*>(self)->SetFloat(key, val);
}
CIMGUI_API void* cimgui::ImGuiStorage_GetVoidPtr(const cimgui::ImGuiStorage* self, ImGuiID key)
{
return reinterpret_cast<const ::ImGuiStorage*>(self)->GetVoidPtr(key);
}
CIMGUI_API void cimgui::ImGuiStorage_SetVoidPtr(cimgui::ImGuiStorage* self, ImGuiID key, void* val)
{
reinterpret_cast<::ImGuiStorage*>(self)->SetVoidPtr(key, val);
}
CIMGUI_API int* cimgui::ImGuiStorage_GetIntRef(cimgui::ImGuiStorage* self, ImGuiID key, int default_val)
{
return reinterpret_cast<::ImGuiStorage*>(self)->GetIntRef(key, default_val);
}
CIMGUI_API bool* cimgui::ImGuiStorage_GetBoolRef(cimgui::ImGuiStorage* self, ImGuiID key, bool default_val)
{
return reinterpret_cast<::ImGuiStorage*>(self)->GetBoolRef(key, default_val);
}
CIMGUI_API float* cimgui::ImGuiStorage_GetFloatRef(cimgui::ImGuiStorage* self, ImGuiID key, float default_val)
{
return reinterpret_cast<::ImGuiStorage*>(self)->GetFloatRef(key, default_val);
}
CIMGUI_API void** cimgui::ImGuiStorage_GetVoidPtrRef(cimgui::ImGuiStorage* self, ImGuiID key, void* default_val)
{
return reinterpret_cast<::ImGuiStorage*>(self)->GetVoidPtrRef(key, default_val);
}
CIMGUI_API void cimgui::ImGuiStorage_BuildSortByKey(cimgui::ImGuiStorage* self)
{
reinterpret_cast<::ImGuiStorage*>(self)->BuildSortByKey();
}
CIMGUI_API void cimgui::ImGuiStorage_SetAllInt(cimgui::ImGuiStorage* self, int val)
{
reinterpret_cast<::ImGuiStorage*>(self)->SetAllInt(val);
}
CIMGUI_API void cimgui::ImGuiListClipper_Begin(cimgui::ImGuiListClipper* self, int items_count, float items_height)
{
reinterpret_cast<::ImGuiListClipper*>(self)->Begin(items_count, items_height);
}
CIMGUI_API void cimgui::ImGuiListClipper_End(cimgui::ImGuiListClipper* self)
{
reinterpret_cast<::ImGuiListClipper*>(self)->End();
}
CIMGUI_API bool cimgui::ImGuiListClipper_Step(cimgui::ImGuiListClipper* self)
{
return reinterpret_cast<::ImGuiListClipper*>(self)->Step();
}
CIMGUI_API void cimgui::ImGuiListClipper_IncludeItemByIndex(cimgui::ImGuiListClipper* self, int item_index)
{
reinterpret_cast<::ImGuiListClipper*>(self)->IncludeItemByIndex(item_index);
}
CIMGUI_API void cimgui::ImGuiListClipper_IncludeItemsByIndex(cimgui::ImGuiListClipper* self, int item_begin, int item_end)
{
reinterpret_cast<::ImGuiListClipper*>(self)->IncludeItemsByIndex(item_begin, item_end);
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void cimgui::ImGuiListClipper_IncludeRangeByIndices(cimgui::ImGuiListClipper* self, int item_begin, int item_end)
{
reinterpret_cast<::ImGuiListClipper*>(self)->IncludeRangeByIndices(item_begin, item_end);
}
CIMGUI_API void cimgui::ImGuiListClipper_ForceDisplayRangeByIndices(cimgui::ImGuiListClipper* self, int item_begin, int item_end)
{
reinterpret_cast<::ImGuiListClipper*>(self)->ForceDisplayRangeByIndices(item_begin, item_end);
}
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void cimgui::ImColor_SetHSV(cimgui::ImColor* self, float h, float s, float v, float a)
{
reinterpret_cast<::ImColor*>(self)->SetHSV(h, s, v, a);
}
CIMGUI_API cimgui::ImColor cimgui::ImColor_HSV(cimgui::ImColor* self, float h, float s, float v, float a)
{
return ConvertFromCPP_ImColor(reinterpret_cast<::ImColor*>(self)->ImColor::HSV(h, s, v, a));
}
CIMGUI_API ImTextureID cimgui::ImDrawCmd_GetTexID(const cimgui::ImDrawCmd* self)
{
return reinterpret_cast<const ::ImDrawCmd*>(self)->GetTexID();
}
CIMGUI_API void cimgui::ImDrawListSplitter_Clear(cimgui::ImDrawListSplitter* self)
{
reinterpret_cast<::ImDrawListSplitter*>(self)->Clear();
}
CIMGUI_API void cimgui::ImDrawListSplitter_ClearFreeMemory(cimgui::ImDrawListSplitter* self)
{
reinterpret_cast<::ImDrawListSplitter*>(self)->ClearFreeMemory();
}
CIMGUI_API void cimgui::ImDrawListSplitter_Split(cimgui::ImDrawListSplitter* self, cimgui::ImDrawList* draw_list, int count)
{
reinterpret_cast<::ImDrawListSplitter*>(self)->Split(reinterpret_cast<::ImDrawList*>(draw_list), count);
}
CIMGUI_API void cimgui::ImDrawListSplitter_Merge(cimgui::ImDrawListSplitter* self, cimgui::ImDrawList* draw_list)
{
reinterpret_cast<::ImDrawListSplitter*>(self)->Merge(reinterpret_cast<::ImDrawList*>(draw_list));
}
CIMGUI_API void cimgui::ImDrawListSplitter_SetCurrentChannel(cimgui::ImDrawListSplitter* self, cimgui::ImDrawList* draw_list, int channel_idx)
{
reinterpret_cast<::ImDrawListSplitter*>(self)->SetCurrentChannel(reinterpret_cast<::ImDrawList*>(draw_list), channel_idx);
}
CIMGUI_API void cimgui::ImDrawList_PushClipRect(cimgui::ImDrawList* self, cimgui::ImVec2 clip_rect_min, cimgui::ImVec2 clip_rect_max, bool intersect_with_current_clip_rect)
{
reinterpret_cast<::ImDrawList*>(self)->PushClipRect(ConvertToCPP_ImVec2(clip_rect_min), ConvertToCPP_ImVec2(clip_rect_max), intersect_with_current_clip_rect);
}
CIMGUI_API void cimgui::ImDrawList_PushClipRectFullScreen(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->PushClipRectFullScreen();
}
CIMGUI_API void cimgui::ImDrawList_PopClipRect(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->PopClipRect();
}
CIMGUI_API void cimgui::ImDrawList_PushTextureID(cimgui::ImDrawList* self, ImTextureID texture_id)
{
reinterpret_cast<::ImDrawList*>(self)->PushTextureID(texture_id);
}
CIMGUI_API void cimgui::ImDrawList_PopTextureID(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->PopTextureID();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImDrawList_GetClipRectMin(const cimgui::ImDrawList* self)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImDrawList*>(self)->GetClipRectMin());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImDrawList_GetClipRectMax(const cimgui::ImDrawList* self)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImDrawList*>(self)->GetClipRectMax());
}
CIMGUI_API void cimgui::ImDrawList_AddLine(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddLine(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), col);
}
CIMGUI_API void cimgui::ImDrawList_AddLineEx(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, ImU32 col, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddLine(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), col, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddRect(cimgui::ImDrawList* self, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddRect(ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), col);
}
CIMGUI_API void cimgui::ImDrawList_AddRectEx(cimgui::ImDrawList* self, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddRect(ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), col, rounding, flags, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddRectFilled(cimgui::ImDrawList* self, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddRectFilled(ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), col);
}
CIMGUI_API void cimgui::ImDrawList_AddRectFilledEx(cimgui::ImDrawList* self, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, ImU32 col, float rounding, ImDrawFlags flags)
{
reinterpret_cast<::ImDrawList*>(self)->AddRectFilled(ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), col, rounding, flags);
}
CIMGUI_API void cimgui::ImDrawList_AddRectFilledMultiColor(cimgui::ImDrawList* self, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
reinterpret_cast<::ImDrawList*>(self)->AddRectFilledMultiColor(ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), col_upr_left, col_upr_right, col_bot_right, col_bot_left);
}
CIMGUI_API void cimgui::ImDrawList_AddQuad(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddQuad(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), col);
}
CIMGUI_API void cimgui::ImDrawList_AddQuadEx(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, ImU32 col, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddQuad(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), col, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddQuadFilled(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddQuadFilled(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), col);
}
CIMGUI_API void cimgui::ImDrawList_AddTriangle(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddTriangle(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), col);
}
CIMGUI_API void cimgui::ImDrawList_AddTriangleEx(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, ImU32 col, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddTriangle(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), col, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddTriangleFilled(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddTriangleFilled(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), col);
}
CIMGUI_API void cimgui::ImDrawList_AddCircle(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddCircle(ConvertToCPP_ImVec2(center), radius, col);
}
CIMGUI_API void cimgui::ImDrawList_AddCircleEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col, int num_segments, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddCircle(ConvertToCPP_ImVec2(center), radius, col, num_segments, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddCircleFilled(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddCircleFilled(ConvertToCPP_ImVec2(center), radius, col, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddNgon(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddNgon(ConvertToCPP_ImVec2(center), radius, col, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddNgonEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col, int num_segments, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddNgon(ConvertToCPP_ImVec2(center), radius, col, num_segments, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddNgonFilled(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, ImU32 col, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddNgonFilled(ConvertToCPP_ImVec2(center), radius, col, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddEllipse(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddEllipse(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), col);
}
CIMGUI_API void cimgui::ImDrawList_AddEllipseEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, ImU32 col, float rot, int num_segments, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddEllipse(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), col, rot, num_segments, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddEllipseFilled(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddEllipseFilled(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), col);
}
CIMGUI_API void cimgui::ImDrawList_AddEllipseFilledEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, ImU32 col, float rot, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddEllipseFilled(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), col, rot, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddText(cimgui::ImDrawList* self, cimgui::ImVec2 pos, ImU32 col, const char* text_begin)
{
reinterpret_cast<::ImDrawList*>(self)->AddText(ConvertToCPP_ImVec2(pos), col, text_begin);
}
CIMGUI_API void cimgui::ImDrawList_AddTextEx(cimgui::ImDrawList* self, cimgui::ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end)
{
reinterpret_cast<::ImDrawList*>(self)->AddText(ConvertToCPP_ImVec2(pos), col, text_begin, text_end);
}
CIMGUI_API void cimgui::ImDrawList_AddTextImFontPtr(cimgui::ImDrawList* self, const cimgui::ImFont* font, float font_size, cimgui::ImVec2 pos, ImU32 col, const char* text_begin)
{
reinterpret_cast<::ImDrawList*>(self)->AddText(reinterpret_cast<const ::ImFont*>(font), font_size, ConvertToCPP_ImVec2(pos), col, text_begin);
}
CIMGUI_API void cimgui::ImDrawList_AddTextImFontPtrEx(cimgui::ImDrawList* self, const cimgui::ImFont* font, float font_size, cimgui::ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const cimgui::ImVec4* cpu_fine_clip_rect)
{
reinterpret_cast<::ImDrawList*>(self)->AddText(reinterpret_cast<const ::ImFont*>(font), font_size, ConvertToCPP_ImVec2(pos), col, text_begin, text_end, wrap_width, reinterpret_cast<const ::ImVec4*>(cpu_fine_clip_rect));
}
CIMGUI_API void cimgui::ImDrawList_AddBezierCubic(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, ImU32 col, float thickness, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddBezierCubic(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), col, thickness, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddBezierQuadratic(cimgui::ImDrawList* self, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, ImU32 col, float thickness, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->AddBezierQuadratic(ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), col, thickness, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_AddPolyline(cimgui::ImDrawList* self, const cimgui::ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->AddPolyline(reinterpret_cast<const ::ImVec2*>(points), num_points, col, flags, thickness);
}
CIMGUI_API void cimgui::ImDrawList_AddConvexPolyFilled(cimgui::ImDrawList* self, const cimgui::ImVec2* points, int num_points, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddConvexPolyFilled(reinterpret_cast<const ::ImVec2*>(points), num_points, col);
}
CIMGUI_API void cimgui::ImDrawList_AddConcavePolyFilled(cimgui::ImDrawList* self, const cimgui::ImVec2* points, int num_points, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddConcavePolyFilled(reinterpret_cast<const ::ImVec2*>(points), num_points, col);
}
CIMGUI_API void cimgui::ImDrawList_AddImage(cimgui::ImDrawList* self, ImTextureID user_texture_id, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max)
{
reinterpret_cast<::ImDrawList*>(self)->AddImage(user_texture_id, ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max));
}
CIMGUI_API void cimgui::ImDrawList_AddImageEx(cimgui::ImDrawList* self, ImTextureID user_texture_id, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, cimgui::ImVec2 uv_min, cimgui::ImVec2 uv_max, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddImage(user_texture_id, ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), ConvertToCPP_ImVec2(uv_min), ConvertToCPP_ImVec2(uv_max), col);
}
CIMGUI_API void cimgui::ImDrawList_AddImageQuad(cimgui::ImDrawList* self, ImTextureID user_texture_id, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4)
{
reinterpret_cast<::ImDrawList*>(self)->AddImageQuad(user_texture_id, ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4));
}
CIMGUI_API void cimgui::ImDrawList_AddImageQuadEx(cimgui::ImDrawList* self, ImTextureID user_texture_id, cimgui::ImVec2 p1, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, cimgui::ImVec2 uv1, cimgui::ImVec2 uv2, cimgui::ImVec2 uv3, cimgui::ImVec2 uv4, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->AddImageQuad(user_texture_id, ConvertToCPP_ImVec2(p1), ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), ConvertToCPP_ImVec2(uv1), ConvertToCPP_ImVec2(uv2), ConvertToCPP_ImVec2(uv3), ConvertToCPP_ImVec2(uv4), col);
}
CIMGUI_API void cimgui::ImDrawList_AddImageRounded(cimgui::ImDrawList* self, ImTextureID user_texture_id, cimgui::ImVec2 p_min, cimgui::ImVec2 p_max, cimgui::ImVec2 uv_min, cimgui::ImVec2 uv_max, ImU32 col, float rounding, ImDrawFlags flags)
{
reinterpret_cast<::ImDrawList*>(self)->AddImageRounded(user_texture_id, ConvertToCPP_ImVec2(p_min), ConvertToCPP_ImVec2(p_max), ConvertToCPP_ImVec2(uv_min), ConvertToCPP_ImVec2(uv_max), col, rounding, flags);
}
CIMGUI_API void cimgui::ImDrawList_PathClear(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->PathClear();
}
CIMGUI_API void cimgui::ImDrawList_PathLineTo(cimgui::ImDrawList* self, cimgui::ImVec2 pos)
{
reinterpret_cast<::ImDrawList*>(self)->PathLineTo(ConvertToCPP_ImVec2(pos));
}
CIMGUI_API void cimgui::ImDrawList_PathLineToMergeDuplicate(cimgui::ImDrawList* self, cimgui::ImVec2 pos)
{
reinterpret_cast<::ImDrawList*>(self)->PathLineToMergeDuplicate(ConvertToCPP_ImVec2(pos));
}
CIMGUI_API void cimgui::ImDrawList_PathFillConvex(cimgui::ImDrawList* self, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PathFillConvex(col);
}
CIMGUI_API void cimgui::ImDrawList_PathFillConcave(cimgui::ImDrawList* self, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PathFillConcave(col);
}
CIMGUI_API void cimgui::ImDrawList_PathStroke(cimgui::ImDrawList* self, ImU32 col, ImDrawFlags flags, float thickness)
{
reinterpret_cast<::ImDrawList*>(self)->PathStroke(col, flags, thickness);
}
CIMGUI_API void cimgui::ImDrawList_PathArcTo(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, float a_min, float a_max, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->PathArcTo(ConvertToCPP_ImVec2(center), radius, a_min, a_max, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_PathArcToFast(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, int a_min_of_12, int a_max_of_12)
{
reinterpret_cast<::ImDrawList*>(self)->PathArcToFast(ConvertToCPP_ImVec2(center), radius, a_min_of_12, a_max_of_12);
}
CIMGUI_API void cimgui::ImDrawList_PathEllipticalArcTo(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, float rot, float a_min, float a_max)
{
reinterpret_cast<::ImDrawList*>(self)->PathEllipticalArcTo(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), rot, a_min, a_max);
}
CIMGUI_API void cimgui::ImDrawList_PathEllipticalArcToEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, cimgui::ImVec2 radius, float rot, float a_min, float a_max, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->PathEllipticalArcTo(ConvertToCPP_ImVec2(center), ConvertToCPP_ImVec2(radius), rot, a_min, a_max, num_segments);
}
CIMGUI_API void cimgui::ImDrawList_PathBezierCubicCurveTo(cimgui::ImDrawList* self, cimgui::ImVec2 p2, cimgui::ImVec2 p3, cimgui::ImVec2 p4, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->PathBezierCubicCurveTo(ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), ConvertToCPP_ImVec2(p4), num_segments);
}
CIMGUI_API void cimgui::ImDrawList_PathBezierQuadraticCurveTo(cimgui::ImDrawList* self, cimgui::ImVec2 p2, cimgui::ImVec2 p3, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->PathBezierQuadraticCurveTo(ConvertToCPP_ImVec2(p2), ConvertToCPP_ImVec2(p3), num_segments);
}
CIMGUI_API void cimgui::ImDrawList_PathRect(cimgui::ImDrawList* self, cimgui::ImVec2 rect_min, cimgui::ImVec2 rect_max, float rounding, ImDrawFlags flags)
{
reinterpret_cast<::ImDrawList*>(self)->PathRect(ConvertToCPP_ImVec2(rect_min), ConvertToCPP_ImVec2(rect_max), rounding, flags);
}
CIMGUI_API void cimgui::ImDrawList_AddCallback(cimgui::ImDrawList* self, cimgui::ImDrawCallback callback, void* callback_data)
{
reinterpret_cast<::ImDrawList*>(self)->AddCallback(reinterpret_cast<::ImDrawCallback>(callback), callback_data);
}
CIMGUI_API void cimgui::ImDrawList_AddDrawCmd(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->AddDrawCmd();
}
CIMGUI_API cimgui::ImDrawList* cimgui::ImDrawList_CloneOutput(const cimgui::ImDrawList* self)
{
return reinterpret_cast<::cimgui::ImDrawList*>(reinterpret_cast<const ::ImDrawList*>(self)->CloneOutput());
}
CIMGUI_API void cimgui::ImDrawList_ChannelsSplit(cimgui::ImDrawList* self, int count)
{
reinterpret_cast<::ImDrawList*>(self)->ChannelsSplit(count);
}
CIMGUI_API void cimgui::ImDrawList_ChannelsMerge(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->ChannelsMerge();
}
CIMGUI_API void cimgui::ImDrawList_ChannelsSetCurrent(cimgui::ImDrawList* self, int n)
{
reinterpret_cast<::ImDrawList*>(self)->ChannelsSetCurrent(n);
}
CIMGUI_API void cimgui::ImDrawList_PrimReserve(cimgui::ImDrawList* self, int idx_count, int vtx_count)
{
reinterpret_cast<::ImDrawList*>(self)->PrimReserve(idx_count, vtx_count);
}
CIMGUI_API void cimgui::ImDrawList_PrimUnreserve(cimgui::ImDrawList* self, int idx_count, int vtx_count)
{
reinterpret_cast<::ImDrawList*>(self)->PrimUnreserve(idx_count, vtx_count);
}
CIMGUI_API void cimgui::ImDrawList_PrimRect(cimgui::ImDrawList* self, cimgui::ImVec2 a, cimgui::ImVec2 b, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PrimRect(ConvertToCPP_ImVec2(a), ConvertToCPP_ImVec2(b), col);
}
CIMGUI_API void cimgui::ImDrawList_PrimRectUV(cimgui::ImDrawList* self, cimgui::ImVec2 a, cimgui::ImVec2 b, cimgui::ImVec2 uv_a, cimgui::ImVec2 uv_b, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PrimRectUV(ConvertToCPP_ImVec2(a), ConvertToCPP_ImVec2(b), ConvertToCPP_ImVec2(uv_a), ConvertToCPP_ImVec2(uv_b), col);
}
CIMGUI_API void cimgui::ImDrawList_PrimQuadUV(cimgui::ImDrawList* self, cimgui::ImVec2 a, cimgui::ImVec2 b, cimgui::ImVec2 c, cimgui::ImVec2 d, cimgui::ImVec2 uv_a, cimgui::ImVec2 uv_b, cimgui::ImVec2 uv_c, cimgui::ImVec2 uv_d, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PrimQuadUV(ConvertToCPP_ImVec2(a), ConvertToCPP_ImVec2(b), ConvertToCPP_ImVec2(c), ConvertToCPP_ImVec2(d), ConvertToCPP_ImVec2(uv_a), ConvertToCPP_ImVec2(uv_b), ConvertToCPP_ImVec2(uv_c), ConvertToCPP_ImVec2(uv_d), col);
}
CIMGUI_API void cimgui::ImDrawList_PrimWriteVtx(cimgui::ImDrawList* self, cimgui::ImVec2 pos, cimgui::ImVec2 uv, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PrimWriteVtx(ConvertToCPP_ImVec2(pos), ConvertToCPP_ImVec2(uv), col);
}
CIMGUI_API void cimgui::ImDrawList_PrimWriteIdx(cimgui::ImDrawList* self, ImDrawIdx idx)
{
reinterpret_cast<::ImDrawList*>(self)->PrimWriteIdx(idx);
}
CIMGUI_API void cimgui::ImDrawList_PrimVtx(cimgui::ImDrawList* self, cimgui::ImVec2 pos, cimgui::ImVec2 uv, ImU32 col)
{
reinterpret_cast<::ImDrawList*>(self)->PrimVtx(ConvertToCPP_ImVec2(pos), ConvertToCPP_ImVec2(uv), col);
}
CIMGUI_API void cimgui::ImDrawList__ResetForNewFrame(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_ResetForNewFrame();
}
CIMGUI_API void cimgui::ImDrawList__ClearFreeMemory(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_ClearFreeMemory();
}
CIMGUI_API void cimgui::ImDrawList__PopUnusedDrawCmd(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_PopUnusedDrawCmd();
}
CIMGUI_API void cimgui::ImDrawList__TryMergeDrawCmds(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_TryMergeDrawCmds();
}
CIMGUI_API void cimgui::ImDrawList__OnChangedClipRect(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_OnChangedClipRect();
}
CIMGUI_API void cimgui::ImDrawList__OnChangedTextureID(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_OnChangedTextureID();
}
CIMGUI_API void cimgui::ImDrawList__OnChangedVtxOffset(cimgui::ImDrawList* self)
{
reinterpret_cast<::ImDrawList*>(self)->_OnChangedVtxOffset();
}
CIMGUI_API int cimgui::ImDrawList__CalcCircleAutoSegmentCount(const cimgui::ImDrawList* self, float radius)
{
return reinterpret_cast<const ::ImDrawList*>(self)->_CalcCircleAutoSegmentCount(radius);
}
CIMGUI_API void cimgui::ImDrawList__PathArcToFastEx(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
reinterpret_cast<::ImDrawList*>(self)->_PathArcToFastEx(ConvertToCPP_ImVec2(center), radius, a_min_sample, a_max_sample, a_step);
}
CIMGUI_API void cimgui::ImDrawList__PathArcToN(cimgui::ImDrawList* self, cimgui::ImVec2 center, float radius, float a_min, float a_max, int num_segments)
{
reinterpret_cast<::ImDrawList*>(self)->_PathArcToN(ConvertToCPP_ImVec2(center), radius, a_min, a_max, num_segments);
}
CIMGUI_API void cimgui::ImDrawData_Clear(cimgui::ImDrawData* self)
{
reinterpret_cast<::ImDrawData*>(self)->Clear();
}
CIMGUI_API void cimgui::ImDrawData_AddDrawList(cimgui::ImDrawData* self, cimgui::ImDrawList* draw_list)
{
reinterpret_cast<::ImDrawData*>(self)->AddDrawList(reinterpret_cast<::ImDrawList*>(draw_list));
}
CIMGUI_API void cimgui::ImDrawData_DeIndexAllBuffers(cimgui::ImDrawData* self)
{
reinterpret_cast<::ImDrawData*>(self)->DeIndexAllBuffers();
}
CIMGUI_API void cimgui::ImDrawData_ScaleClipRects(cimgui::ImDrawData* self, cimgui::ImVec2 fb_scale)
{
reinterpret_cast<::ImDrawData*>(self)->ScaleClipRects(ConvertToCPP_ImVec2(fb_scale));
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_Clear(cimgui::ImFontGlyphRangesBuilder* self)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->Clear();
}
CIMGUI_API bool cimgui::ImFontGlyphRangesBuilder_GetBit(const cimgui::ImFontGlyphRangesBuilder* self, size_t n)
{
return reinterpret_cast<const ::ImFontGlyphRangesBuilder*>(self)->GetBit(n);
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_SetBit(cimgui::ImFontGlyphRangesBuilder* self, size_t n)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->SetBit(n);
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_AddChar(cimgui::ImFontGlyphRangesBuilder* self, ImWchar c)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->AddChar(c);
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_AddText(cimgui::ImFontGlyphRangesBuilder* self, const char* text, const char* text_end)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->AddText(text, text_end);
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_AddRanges(cimgui::ImFontGlyphRangesBuilder* self, const ImWchar* ranges)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->AddRanges(ranges);
}
CIMGUI_API void cimgui::ImFontGlyphRangesBuilder_BuildRanges(cimgui::ImFontGlyphRangesBuilder* self, cimgui::ImVector_ImWchar* out_ranges)
{
reinterpret_cast<::ImFontGlyphRangesBuilder*>(self)->BuildRanges(reinterpret_cast<::ImVector<::ImWchar>*>(out_ranges));
}
CIMGUI_API bool cimgui::ImFontAtlasCustomRect_IsPacked(const cimgui::ImFontAtlasCustomRect* self)
{
return reinterpret_cast<const ::ImFontAtlasCustomRect*>(self)->IsPacked();
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFont(cimgui::ImFontAtlas* self, const cimgui::ImFontConfig* font_cfg)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFont(reinterpret_cast<const ::ImFontConfig*>(font_cfg)));
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFontDefault(cimgui::ImFontAtlas* self, const cimgui::ImFontConfig* font_cfg)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFontDefault(reinterpret_cast<const ::ImFontConfig*>(font_cfg)));
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFontFromFileTTF(cimgui::ImFontAtlas* self, const char* filename, float size_pixels, const cimgui::ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFontFromFileTTF(filename, size_pixels, reinterpret_cast<const ::ImFontConfig*>(font_cfg), glyph_ranges));
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFontFromMemoryTTF(cimgui::ImFontAtlas* self, void* font_data, int font_data_size, float size_pixels, const cimgui::ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFontFromMemoryTTF(font_data, font_data_size, size_pixels, reinterpret_cast<const ::ImFontConfig*>(font_cfg), glyph_ranges));
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFontFromMemoryCompressedTTF(cimgui::ImFontAtlas* self, const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const cimgui::ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFontFromMemoryCompressedTTF(compressed_font_data, compressed_font_data_size, size_pixels, reinterpret_cast<const ::ImFontConfig*>(font_cfg), glyph_ranges));
}
CIMGUI_API cimgui::ImFont* cimgui::ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(cimgui::ImFontAtlas* self, const char* compressed_font_data_base85, float size_pixels, const cimgui::ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
return reinterpret_cast<::cimgui::ImFont*>(reinterpret_cast<::ImFontAtlas*>(self)->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85, size_pixels, reinterpret_cast<const ::ImFontConfig*>(font_cfg), glyph_ranges));
}
CIMGUI_API void cimgui::ImFontAtlas_ClearInputData(cimgui::ImFontAtlas* self)
{
reinterpret_cast<::ImFontAtlas*>(self)->ClearInputData();
}
CIMGUI_API void cimgui::ImFontAtlas_ClearTexData(cimgui::ImFontAtlas* self)
{
reinterpret_cast<::ImFontAtlas*>(self)->ClearTexData();
}
CIMGUI_API void cimgui::ImFontAtlas_ClearFonts(cimgui::ImFontAtlas* self)
{
reinterpret_cast<::ImFontAtlas*>(self)->ClearFonts();
}
CIMGUI_API void cimgui::ImFontAtlas_Clear(cimgui::ImFontAtlas* self)
{
reinterpret_cast<::ImFontAtlas*>(self)->Clear();
}
CIMGUI_API bool cimgui::ImFontAtlas_Build(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->Build();
}
CIMGUI_API void cimgui::ImFontAtlas_GetTexDataAsAlpha8(cimgui::ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
reinterpret_cast<::ImFontAtlas*>(self)->GetTexDataAsAlpha8(out_pixels, out_width, out_height, out_bytes_per_pixel);
}
CIMGUI_API void cimgui::ImFontAtlas_GetTexDataAsRGBA32(cimgui::ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
reinterpret_cast<::ImFontAtlas*>(self)->GetTexDataAsRGBA32(out_pixels, out_width, out_height, out_bytes_per_pixel);
}
CIMGUI_API bool cimgui::ImFontAtlas_IsBuilt(const cimgui::ImFontAtlas* self)
{
return reinterpret_cast<const ::ImFontAtlas*>(self)->IsBuilt();
}
CIMGUI_API void cimgui::ImFontAtlas_SetTexID(cimgui::ImFontAtlas* self, ImTextureID id)
{
reinterpret_cast<::ImFontAtlas*>(self)->SetTexID(id);
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesDefault(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesDefault();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesGreek(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesGreek();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesKorean(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesKorean();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesJapanese(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesJapanese();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesChineseFull(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesChineseFull();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesChineseSimplifiedCommon();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesCyrillic(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesCyrillic();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesThai(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesThai();
}
CIMGUI_API const ImWchar* cimgui::ImFontAtlas_GetGlyphRangesVietnamese(cimgui::ImFontAtlas* self)
{
return reinterpret_cast<::ImFontAtlas*>(self)->GetGlyphRangesVietnamese();
}
CIMGUI_API int cimgui::ImFontAtlas_AddCustomRectRegular(cimgui::ImFontAtlas* self, int width, int height)
{
return reinterpret_cast<::ImFontAtlas*>(self)->AddCustomRectRegular(width, height);
}
CIMGUI_API int cimgui::ImFontAtlas_AddCustomRectFontGlyph(cimgui::ImFontAtlas* self, cimgui::ImFont* font, ImWchar id, int width, int height, float advance_x, cimgui::ImVec2 offset)
{
return reinterpret_cast<::ImFontAtlas*>(self)->AddCustomRectFontGlyph(reinterpret_cast<::ImFont*>(font), id, width, height, advance_x, ConvertToCPP_ImVec2(offset));
}
CIMGUI_API cimgui::ImFontAtlasCustomRect* cimgui::ImFontAtlas_GetCustomRectByIndex(cimgui::ImFontAtlas* self, int index)
{
return reinterpret_cast<::cimgui::ImFontAtlasCustomRect*>(reinterpret_cast<::ImFontAtlas*>(self)->GetCustomRectByIndex(index));
}
CIMGUI_API void cimgui::ImFontAtlas_CalcCustomRectUV(const cimgui::ImFontAtlas* self, const cimgui::ImFontAtlasCustomRect* rect, cimgui::ImVec2* out_uv_min, cimgui::ImVec2* out_uv_max)
{
reinterpret_cast<const ::ImFontAtlas*>(self)->CalcCustomRectUV(reinterpret_cast<const ::ImFontAtlasCustomRect*>(rect), reinterpret_cast<::ImVec2*>(out_uv_min), reinterpret_cast<::ImVec2*>(out_uv_max));
}
CIMGUI_API bool cimgui::ImFontAtlas_GetMouseCursorTexData(cimgui::ImFontAtlas* self, ImGuiMouseCursor cursor, cimgui::ImVec2* out_offset, cimgui::ImVec2* out_size, cimgui::ImVec2 out_uv_border[2], cimgui::ImVec2 out_uv_fill[2])
{
::ImVec2 out_uv_border_converted_array[2];
for (int i=0; i<2; i++)
out_uv_border_converted_array[i] = ConvertToCPP_ImVec2(out_uv_border[i]);
::ImVec2 out_uv_fill_converted_array[2];
for (int i=0; i<2; i++)
out_uv_fill_converted_array[i] = ConvertToCPP_ImVec2(out_uv_fill[i]);
return reinterpret_cast<::ImFontAtlas*>(self)->GetMouseCursorTexData(cursor, reinterpret_cast<::ImVec2*>(out_offset), reinterpret_cast<::ImVec2*>(out_size), out_uv_border_converted_array, out_uv_fill_converted_array);
}
CIMGUI_API const cimgui::ImFontGlyph* cimgui::ImFont_FindGlyph(const cimgui::ImFont* self, ImWchar c)
{
return reinterpret_cast<const ::cimgui::ImFontGlyph*>(reinterpret_cast<const ::ImFont*>(self)->FindGlyph(c));
}
CIMGUI_API const cimgui::ImFontGlyph* cimgui::ImFont_FindGlyphNoFallback(const cimgui::ImFont* self, ImWchar c)
{
return reinterpret_cast<const ::cimgui::ImFontGlyph*>(reinterpret_cast<const ::ImFont*>(self)->FindGlyphNoFallback(c));
}
CIMGUI_API float cimgui::ImFont_GetCharAdvance(const cimgui::ImFont* self, ImWchar c)
{
return reinterpret_cast<const ::ImFont*>(self)->GetCharAdvance(c);
}
CIMGUI_API bool cimgui::ImFont_IsLoaded(const cimgui::ImFont* self)
{
return reinterpret_cast<const ::ImFont*>(self)->IsLoaded();
}
CIMGUI_API const char* cimgui::ImFont_GetDebugName(const cimgui::ImFont* self)
{
return reinterpret_cast<const ::ImFont*>(self)->GetDebugName();
}
CIMGUI_API cimgui::ImVec2 cimgui::ImFont_CalcTextSizeA(const cimgui::ImFont* self, float size, float max_width, float wrap_width, const char* text_begin)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImFont*>(self)->CalcTextSizeA(size, max_width, wrap_width, text_begin));
}
CIMGUI_API cimgui::ImVec2 cimgui::ImFont_CalcTextSizeAEx(const cimgui::ImFont* self, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImFont*>(self)->CalcTextSizeA(size, max_width, wrap_width, text_begin, text_end, remaining));
}
CIMGUI_API const char* cimgui::ImFont_CalcWordWrapPositionA(const cimgui::ImFont* self, float scale, const char* text, const char* text_end, float wrap_width)
{
return reinterpret_cast<const ::ImFont*>(self)->CalcWordWrapPositionA(scale, text, text_end, wrap_width);
}
CIMGUI_API void cimgui::ImFont_RenderChar(const cimgui::ImFont* self, cimgui::ImDrawList* draw_list, float size, cimgui::ImVec2 pos, ImU32 col, ImWchar c)
{
reinterpret_cast<const ::ImFont*>(self)->RenderChar(reinterpret_cast<::ImDrawList*>(draw_list), size, ConvertToCPP_ImVec2(pos), col, c);
}
CIMGUI_API void cimgui::ImFont_RenderText(const cimgui::ImFont* self, cimgui::ImDrawList* draw_list, float size, cimgui::ImVec2 pos, ImU32 col, cimgui::ImVec4 clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip)
{
reinterpret_cast<const ::ImFont*>(self)->RenderText(reinterpret_cast<::ImDrawList*>(draw_list), size, ConvertToCPP_ImVec2(pos), col, ConvertToCPP_ImVec4(clip_rect), text_begin, text_end, wrap_width, cpu_fine_clip);
}
CIMGUI_API void cimgui::ImFont_BuildLookupTable(cimgui::ImFont* self)
{
reinterpret_cast<::ImFont*>(self)->BuildLookupTable();
}
CIMGUI_API void cimgui::ImFont_ClearOutputData(cimgui::ImFont* self)
{
reinterpret_cast<::ImFont*>(self)->ClearOutputData();
}
CIMGUI_API void cimgui::ImFont_GrowIndex(cimgui::ImFont* self, int new_size)
{
reinterpret_cast<::ImFont*>(self)->GrowIndex(new_size);
}
CIMGUI_API void cimgui::ImFont_AddGlyph(cimgui::ImFont* self, const cimgui::ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
reinterpret_cast<::ImFont*>(self)->AddGlyph(reinterpret_cast<const ::ImFontConfig*>(src_cfg), c, x0, y0, x1, y1, u0, v0, u1, v1, advance_x);
}
CIMGUI_API void cimgui::ImFont_AddRemapChar(cimgui::ImFont* self, ImWchar dst, ImWchar src, bool overwrite_dst)
{
reinterpret_cast<::ImFont*>(self)->AddRemapChar(dst, src, overwrite_dst);
}
CIMGUI_API void cimgui::ImFont_SetGlyphVisible(cimgui::ImFont* self, ImWchar c, bool visible)
{
reinterpret_cast<::ImFont*>(self)->SetGlyphVisible(c, visible);
}
CIMGUI_API bool cimgui::ImFont_IsGlyphRangeUnused(cimgui::ImFont* self, unsigned int c_begin, unsigned int c_last)
{
return reinterpret_cast<::ImFont*>(self)->IsGlyphRangeUnused(c_begin, c_last);
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGuiViewport_GetCenter(const cimgui::ImGuiViewport* self)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImGuiViewport*>(self)->GetCenter());
}
CIMGUI_API cimgui::ImVec2 cimgui::ImGuiViewport_GetWorkCenter(const cimgui::ImGuiViewport* self)
{
return ConvertFromCPP_ImVec2(reinterpret_cast<const ::ImGuiViewport*>(self)->GetWorkCenter());
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API bool cimgui::ImGui_BeginChildFrame(ImGuiID id, cimgui::ImVec2 size)
{
return ::ImGui::BeginChildFrame(id, ConvertToCPP_ImVec2(size));
}
CIMGUI_API bool cimgui::ImGui_BeginChildFrameEx(ImGuiID id, cimgui::ImVec2 size, ImGuiWindowFlags window_flags)
{
return ::ImGui::BeginChildFrame(id, ConvertToCPP_ImVec2(size), window_flags);
}
CIMGUI_API void cimgui::ImGui_EndChildFrame(void)
{
::ImGui::EndChildFrame();
}
CIMGUI_API void cimgui::ImGui_ShowStackToolWindow(bool* p_open)
{
::ImGui::ShowStackToolWindow(p_open);
}
CIMGUI_API bool cimgui::ImGui_ListBoxObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count)
{
return ::ImGui::ListBox(label, current_item, old_callback, user_data, items_count);
}
CIMGUI_API bool cimgui::ImGui_ListBoxObsoleteEx(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items)
{
return ::ImGui::ListBox(label, current_item, old_callback, user_data, items_count, height_in_items);
}
CIMGUI_API bool cimgui::ImGui_ComboObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count)
{
return ::ImGui::Combo(label, current_item, old_callback, user_data, items_count);
}
CIMGUI_API bool cimgui::ImGui_ComboObsoleteEx(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items)
{
return ::ImGui::Combo(label, current_item, old_callback, user_data, items_count, popup_max_height_in_items);
}
CIMGUI_API void cimgui::ImGui_SetItemAllowOverlap(void)
{
::ImGui::SetItemAllowOverlap();
}
CIMGUI_API void cimgui::ImGui_PushAllowKeyboardFocus(bool tab_stop)
{
::ImGui::PushAllowKeyboardFocus(tab_stop);
}
CIMGUI_API void cimgui::ImGui_PopAllowKeyboardFocus(void)
{
::ImGui::PopAllowKeyboardFocus();
}
CIMGUI_API bool cimgui::ImGui_ImageButtonImTextureID(ImTextureID user_texture_id, cimgui::ImVec2 size, cimgui::ImVec2 uv0, cimgui::ImVec2 uv1, int frame_padding, cimgui::ImVec4 bg_col, cimgui::ImVec4 tint_col)
{
return ::ImGui::ImageButton(user_texture_id, ConvertToCPP_ImVec2(size), ConvertToCPP_ImVec2(uv0), ConvertToCPP_ImVec2(uv1), frame_padding, ConvertToCPP_ImVec4(bg_col), ConvertToCPP_ImVec4(tint_col));
}
CIMGUI_API cimgui::ImGuiKey cimgui::ImGui_GetKeyIndex(cimgui::ImGuiKey key)
{
return static_cast<::cimgui::ImGuiKey>(::ImGui::GetKeyIndex(static_cast<::ImGuiKey>(key)));
}
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_memory_editor.h | //-----------------------------------------------------------------------------
// ZIG Notes:
// Add cimgui_memory_editor.h to your cInclude list.
// Add cimgui_memory_editor.cpp to your build/tasks compile list.
//
// ZIG Example:
// var mem_edit = im.MemoryEditor {
// // Settings
// .Open = true,
// .ReadOnly = false,
// .Cols = 16,
// .OptShowOptions = true,
// .OptShowDataPreview = false,
// .OptShowHexII = false,
// .OptShowAscii = true,
// .OptGreyOutZeroes = true,
// .OptUpperCaseHex = true,
// .OptMidColsCount = 8,
// .OptAddrDigitsCount = 0,
// .OptFooterExtraHeight = 0.0,
// .HighlightColor = im.IM_COL32(255, 255, 255, 50),
// .ReadFn = null,
// .WriteFn = null,
// .HighlightFn = null,
// };
// var mem_data: [1000]c_char = std.mem.zeroes([1000]c_char);
// ...while (!done) ...
// ...
// im.ImGui_NewFrame();
//
// im.MemoryEditor_DrawWindow(&mem_edit, "Memory Editor", &mem_data, mem_data.len);
// ...
//-----------------------------------------------------------------------------
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// Mini memory editor for Dear ImGui (to embed in your game/tools)
// Get latest version at http://www.github.com/ocornut/imgui_club
//
// Right-click anywhere to access the Options menu!
// You can adjust the keyboard repeat delay/rate in ImGuiIO.
// The code assume a mono-space font for simplicity!
// If you don't use the default font, use ImGui::PushFont()/PopFont() to switch to a mono-space font before calling this.
//
// Usage:
// // Create a window and draw memory editor inside it:
// static MemoryEditor mem_edit_1;
// static char data[0x10000];
// size_t data_size = 0x10000;
// mem_edit_1.DrawWindow("Memory Editor", data, data_size);
//
// Usage:
// // If you already have a window, use DrawContents() instead:
// static MemoryEditor mem_edit_2;
// ImGui::Begin("MyWindow")
// mem_edit_2.DrawContents(this, sizeof(*this), (size_t)this);
// ImGui::End();
//
// Changelog:
// - v0.10: initial version
// - v0.23 (2017/08/17): added to github. fixed right-arrow triggering a byte write.
// - v0.24 (2018/06/02): changed DragInt("Rows" to use a %d data format (which is desirable since imgui 1.61).
// - v0.25 (2018/07/11): fixed wording: all occurrences of "Rows" renamed to "Columns".
// - v0.26 (2018/08/02): fixed clicking on hex region
// - v0.30 (2018/08/02): added data preview for common data types
// - v0.31 (2018/10/10): added OptUpperCaseHex option to select lower/upper casing display [@samhocevar]
// - v0.32 (2018/10/10): changed signatures to use void* instead of unsigned char*
// - v0.33 (2018/10/10): added OptShowOptions option to hide all the interactive option setting.
// - v0.34 (2019/05/07): binary preview now applies endianness setting [@nicolasnoble]
// - v0.35 (2020/01/29): using ImGuiDataType available since Dear ImGui 1.69.
// - v0.36 (2020/05/05): minor tweaks, minor refactor.
// - v0.40 (2020/10/04): fix misuse of ImGuiListClipper API, broke with Dear ImGui 1.79. made cursor position appears on left-side of edit box. option popup appears on mouse release. fix MSVC warnings where _CRT_SECURE_NO_WARNINGS wasn't working in recent versions.
// - v0.41 (2020/10/05): fix when using with keyboard/gamepad navigation enabled.
// - v0.42 (2020/10/14): fix for . character in ASCII view always being greyed out.
// - v0.43 (2021/03/12): added OptFooterExtraHeight to allow for custom drawing at the bottom of the editor [@leiradel]
// - v0.44 (2021/03/12): use ImGuiInputTextFlags_AlwaysOverwrite in 1.82 + fix hardcoded width.
// - v0.50 (2021/11/12): various fixes for recent dear imgui versions (fixed misuse of clipper, relying on SetKeyboardFocusHere() handling scrolling from 1.85). added default size.
//
// Todo/Bugs:
// - This is generally old/crappy code, it should work but isn't very good.. to be rewritten some day.
// - PageUp/PageDown are supported because we use _NoNav. This is a good test scenario for working out idioms of how to mix natural nav and our own...
// - Arrows are being sent to the InputText() about to disappear which for LeftArrow makes the text cursor appear at position 1 for one frame.
// - Using InputText() is awkward and maybe overkill here, consider implementing something custom.
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include <stdio.h>
#include <stdint.h>
#ifdef _MSC_VER
#define _PRISizeT "I"
#define ImSnprintf _snprintf
#else
#define _PRISizeT "z"
#define ImSnprintf snprintf
#endif // #ifdef _MSC_VER
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4996) // warning C4996: 'sprintf': This function or variable may be unsafe.
#endif // #ifdef _MSC_VER
#ifndef CIMGUI_API
#define CIMGUI_API
#endif // #ifndef CIMGUI_API
#ifndef CIMGUI_IMPL_API
#define CIMGUI_IMPL_API CIMGUI_API
#endif // #ifndef CIMGUI_IMPL_API
typedef unsigned int ImU32;
typedef struct MemoryEditor_Sizes_t
{
int AddrDigitsCount;
float LineHeight;
float GlyphWidth;
float HexCellWidth;
float SpacingBetweenMidCols;
float PosHexStart;
float PosHexEnd;
float PosAsciiStart;
float PosAsciiEnd;
float WindowWidth;
} MemoryEditor_Sizes;
typedef enum
{
DataFormat_Bin = 0,
DataFormat_Dec = 1,
DataFormat_Hex = 2,
DataFormat_COUNT,
} DataFormat;
typedef struct MemoryEditor_t
{
// Settings
bool Open; // = true // set to false when DrawWindow() was closed. ignore if not using DrawWindow().
bool ReadOnly; // = false // disable any editing.
int Cols; // = 16 // number of columns to display.
bool OptShowOptions; // = true // display options button/context menu. when disabled, options will be locked unless you provide your own UI for them.
bool OptShowDataPreview; // = false // display a footer previewing the decimal/binary/hex/float representation of the currently selected bytes.
bool OptShowHexII; // = false // display values in HexII representation instead of regular hexadecimal: hide null/zero bytes, ascii values as ".X".
bool OptShowAscii; // = true // display ASCII representation on the right side.
bool OptGreyOutZeroes; // = true // display null/zero bytes using the TextDisabled color.
bool OptUpperCaseHex; // = true // display hexadecimal values as "FF" instead of "ff".
int OptMidColsCount; // = 8 // set to 0 to disable extra spacing between every mid-cols.
int OptAddrDigitsCount; // = 0 // number of addr digits to display (default calculated based on maximum displayed addr).
float OptFooterExtraHeight; // = 0 // space to reserve at the bottom of the widget to add custom widgets
ImU32 HighlightColor; // // background color of highlighted bytes.
ImU8 (*ReadFn)(const ImU8* data, size_t off); // = 0 // optional handler to read bytes.
void (*WriteFn)(ImU8* data, size_t off, ImU8 d); // = 0 // optional handler to write bytes.
bool (*HighlightFn)(const ImU8* data, size_t off); //= 0 // optional handler to return Highlight property (to support non-contiguous highlighting).
// [Internal State]
bool ContentsWidthChanged;
size_t DataPreviewAddr;
size_t DataEditingAddr;
bool DataEditingTakeFocus;
char DataInputBuf[32];
char AddrInputBuf[32];
size_t GotoAddr;
size_t HighlightMin, HighlightMax;
int PreviewEndianess;
ImGuiDataType PreviewDataType;
} MemoryEditor;
//CIMGUI_API MemoryEditor* MemoryEditor_Loader(void);
CIMGUI_API void MemoryEditor_GotoAddrAndHighlight(MemoryEditor* self, size_t addr_min, size_t addr_max);
CIMGUI_API void MemoryEditor_CalcSizes(MemoryEditor* self, MemoryEditor_Sizes* s, size_t mem_size, size_t base_display_addr);
// Standalone Memory Editor window
CIMGUI_API void MemoryEditor_DrawWindow(MemoryEditor* self, const char* title, void* mem_data, size_t mem_size); // Implied base_display_addr = 0x0000
CIMGUI_API void MemoryEditor_DrawWindowEx(MemoryEditor* self, const char* title, void* mem_data, size_t mem_size, size_t base_display_addr /* = 0x0000 */);
// Memory Editor contents only
CIMGUI_API void MemoryEditor_DrawContents(MemoryEditor* self, void* mem_data_void, size_t mem_size); // Implied base_display_addr = 0x0000
CIMGUI_API void MemoryEditor_DrawContentsEx(MemoryEditor* self, void* mem_data_void, size_t mem_size, size_t base_display_addr /* = 0x0000 */);
CIMGUI_API void MemoryEditor_DrawOptionsLine(MemoryEditor* self, MemoryEditor_Sizes s, void* mem_data, size_t mem_size, size_t base_display_addr);
CIMGUI_API void MemoryEditor_DrawPreviewLine(MemoryEditor* self, MemoryEditor_Sizes s, void* mem_data_void, size_t mem_size, size_t base_display_addr);
// Utilities for Data Preview
CIMGUI_API const char* MemoryEditor_DataTypeGetDesc(const MemoryEditor* self, ImGuiDataType data_type);
CIMGUI_API size_t MemoryEditor_DataTypeGetSize(const MemoryEditor* self, ImGuiDataType data_type);
CIMGUI_API const char* MemoryEditor_DataFormatGetDesc(const MemoryEditor* self, DataFormat data_format);
CIMGUI_API bool MemoryEditor_IsBigEndian(const MemoryEditor* self);
CIMGUI_API void* MemoryEditor_EndianessCopyBigEndian(MemoryEditor* self, void* _dst, void* _src, size_t s, int is_little_endian);
CIMGUI_API void* MemoryEditor_EndianessCopyLittleEndian(MemoryEditor* self, void* _dst, void* _src, size_t s, int is_little_endian);
CIMGUI_API void* MemoryEditor_EndianessCopy(const MemoryEditor* self, void* dst, void* src, size_t size);
CIMGUI_API const char* MemoryEditor_FormatBinary(const MemoryEditor* self, const uint8_t* buf, int width);
// [Internal]
CIMGUI_API void MemoryEditor_DrawPreviewData(const MemoryEditor* self, size_t addr, const ImU8* mem_data, size_t mem_size, ImGuiDataType data_type, DataFormat data_format, char* out_buf, size_t out_buf_size);
#undef _PRISizeT
#undef ImSnprintf
#ifdef _MSC_VER
#pragma warning (pop)
#endif // #ifdef _MSC_VER
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdlrenderer2.cpp | // dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_win32.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_win32.h"
#include <stdio.h>
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
// This define indicates that we have windows.h included
#define IMGUI_BACKEND_HAS_WINDOWS_H
// We need to manually declare this
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_win32.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplWin32_Init(void* hwnd)
{
return ::ImGui_ImplWin32_Init(hwnd);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
return ::ImGui_ImplWin32_InitForOpenGL(hwnd);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplWin32_Shutdown(void)
{
::ImGui_ImplWin32_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplWin32_NewFrame(void)
{
::ImGui_ImplWin32_NewFrame();
}
#ifdef IMGUI_BACKEND_HAS_WINDOWS_H
CIMGUI_IMPL_API LRESULT cimgui::cImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
return ::ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam);
}
#endif // #ifdef IMGUI_BACKEND_HAS_WINDOWS_H
CIMGUI_IMPL_API void cimgui::cImGui_ImplWin32_EnableDpiAwareness(void)
{
::ImGui_ImplWin32_EnableDpiAwareness();
}
CIMGUI_IMPL_API float cimgui::cImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
return ::ImGui_ImplWin32_GetDpiScaleForHwnd(hwnd);
}
CIMGUI_IMPL_API float cimgui::cImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
return ::ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
::ImGui_ImplWin32_EnableAlphaCompositing(hwnd);
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_opengl3.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_opengl3.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_Init(void)
{
return ::ImGui_ImplOpenGL3_Init();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_InitEx(const char* glsl_version)
{
return ::ImGui_ImplOpenGL3_Init(glsl_version);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_Shutdown(void)
{
::ImGui_ImplOpenGL3_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_NewFrame(void)
{
::ImGui_ImplOpenGL3_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_RenderDrawData(cimgui::ImDrawData* draw_data)
{
::ImGui_ImplOpenGL3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_CreateFontsTexture(void)
{
return ::ImGui_ImplOpenGL3_CreateFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_DestroyFontsTexture(void)
{
::ImGui_ImplOpenGL3_DestroyFontsTexture();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_CreateDeviceObjects(void)
{
return ::ImGui_ImplOpenGL3_CreateDeviceObjects();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_DestroyDeviceObjects(void)
{
::ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_opengl3.h | // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_dx11.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_dx11.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_dx11.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX11_Init(cimgui::ID3D11Device* device, cimgui::ID3D11DeviceContext* device_context)
{
return ::ImGui_ImplDX11_Init(reinterpret_cast<::ID3D11Device*>(device), reinterpret_cast<::ID3D11DeviceContext*>(device_context));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplDX11_Shutdown(void)
{
::ImGui_ImplDX11_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplDX11_NewFrame(void)
{
::ImGui_ImplDX11_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplDX11_RenderDrawData(cimgui::ImDrawData* draw_data)
{
::ImGui_ImplDX11_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplDX11_InvalidateDeviceObjects(void)
{
::ImGui_ImplDX11_InvalidateDeviceObjects();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX11_CreateDeviceObjects(void)
{
return ::ImGui_ImplDX11_CreateDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imstb_rectpack.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/implot_internal.h | // MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
// You may use this file to debug, understand or extend ImPlot features but we
// don't provide any guarantee of forward compatibility!
//-----------------------------------------------------------------------------
// [SECTION] Header Mess
//-----------------------------------------------------------------------------
#pragma once
#include <time.h>
#include "imgui_internal.h"
#ifndef IMPLOT_VERSION
#error Must include implot.h before implot_internal.h
#endif
// Support for pre-1.84 versions. ImPool's GetSize() -> GetBufSize()
#if (IMGUI_VERSION_NUM < 18303)
#define GetBufSize GetSize
#endif
//-----------------------------------------------------------------------------
// [SECTION] Constants
//-----------------------------------------------------------------------------
// Constants can be changed unless stated otherwise. We may move some of these
// to ImPlotStyleVar_ over time.
// Mimimum allowable timestamp value 01/01/1970 @ 12:00am (UTC) (DO NOT DECREASE THIS)
#define IMPLOT_MIN_TIME 0
// Maximum allowable timestamp value 01/01/3000 @ 12:00am (UTC) (DO NOT INCREASE THIS)
#define IMPLOT_MAX_TIME 32503680000
// Default label format for axis labels
#define IMPLOT_LABEL_FORMAT "%g"
// Max character size for tick labels
#define IMPLOT_LABEL_MAX_SIZE 32
//-----------------------------------------------------------------------------
// [SECTION] Macros
//-----------------------------------------------------------------------------
#define IMPLOT_NUM_X_AXES ImAxis_Y1
#define IMPLOT_NUM_Y_AXES (ImAxis_COUNT - IMPLOT_NUM_X_AXES)
// Split ImU32 color into RGB components [0 255]
#define IM_COL32_SPLIT_RGB(col,r,g,b) \
ImU32 r = ((col >> IM_COL32_R_SHIFT) & 0xFF); \
ImU32 g = ((col >> IM_COL32_G_SHIFT) & 0xFF); \
ImU32 b = ((col >> IM_COL32_B_SHIFT) & 0xFF);
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations
//-----------------------------------------------------------------------------
struct ImPlotTick;
struct ImPlotAxis;
struct ImPlotAxisColor;
struct ImPlotItem;
struct ImPlotLegend;
struct ImPlotPlot;
struct ImPlotNextPlotData;
struct ImPlotTicker;
//-----------------------------------------------------------------------------
// [SECTION] Context Pointer
//-----------------------------------------------------------------------------
#ifndef GImPlot
extern IMPLOT_API ImPlotContext* GImPlot; // Current implicit context pointer
#endif
//-----------------------------------------------------------------------------
// [SECTION] Generic Helpers
//-----------------------------------------------------------------------------
// Computes the common (base-10) logarithm
static inline float ImLog10(float x) { return log10f(x); }
static inline double ImLog10(double x) { return log10(x); }
static inline float ImSinh(float x) { return sinhf(x); }
static inline double ImSinh(double x) { return sinh(x); }
static inline float ImAsinh(float x) { return asinhf(x); }
static inline double ImAsinh(double x) { return asinh(x); }
// Returns true if a flag is set
template <typename TSet, typename TFlag>
static inline bool ImHasFlag(TSet set, TFlag flag) { return (set & flag) == flag; }
// Flips a flag in a flagset
template <typename TSet, typename TFlag>
static inline void ImFlipFlag(TSet& set, TFlag flag) { ImHasFlag(set, flag) ? set &= ~flag : set |= flag; }
// Linearly remaps x from [x0 x1] to [y0 y1].
template <typename T>
static inline T ImRemap(T x, T x0, T x1, T y0, T y1) { return y0 + (x - x0) * (y1 - y0) / (x1 - x0); }
// Linear rempas x from [x0 x1] to [0 1]
template <typename T>
static inline T ImRemap01(T x, T x0, T x1) { return (x - x0) / (x1 - x0); }
// Returns always positive modulo (assumes r != 0)
static inline int ImPosMod(int l, int r) { return (l % r + r) % r; }
// Returns true if val is NAN
static inline bool ImNan(double val) { return isnan(val); }
// Returns true if val is NAN or INFINITY
static inline bool ImNanOrInf(double val) { return !(val >= -DBL_MAX && val <= DBL_MAX) || ImNan(val); }
// Turns NANs to 0s
static inline double ImConstrainNan(double val) { return ImNan(val) ? 0 : val; }
// Turns infinity to floating point maximums
static inline double ImConstrainInf(double val) { return val >= DBL_MAX ? DBL_MAX : val <= -DBL_MAX ? - DBL_MAX : val; }
// Turns numbers less than or equal to 0 to 0.001 (sort of arbitrary, is there a better way?)
static inline double ImConstrainLog(double val) { return val <= 0 ? 0.001f : val; }
// Turns numbers less than 0 to zero
static inline double ImConstrainTime(double val) { return val < IMPLOT_MIN_TIME ? IMPLOT_MIN_TIME : (val > IMPLOT_MAX_TIME ? IMPLOT_MAX_TIME : val); }
// True if two numbers are approximately equal using units in the last place.
static inline bool ImAlmostEqual(double v1, double v2, int ulp = 2) { return ImAbs(v1-v2) < DBL_EPSILON * ImAbs(v1+v2) * ulp || ImAbs(v1-v2) < DBL_MIN; }
// Finds min value in an unsorted array
template <typename T>
static inline T ImMinArray(const T* values, int count) { T m = values[0]; for (int i = 1; i < count; ++i) { if (values[i] < m) { m = values[i]; } } return m; }
// Finds the max value in an unsorted array
template <typename T>
static inline T ImMaxArray(const T* values, int count) { T m = values[0]; for (int i = 1; i < count; ++i) { if (values[i] > m) { m = values[i]; } } return m; }
// Finds the min and max value in an unsorted array
template <typename T>
static inline void ImMinMaxArray(const T* values, int count, T* min_out, T* max_out) {
T Min = values[0]; T Max = values[0];
for (int i = 1; i < count; ++i) {
if (values[i] < Min) { Min = values[i]; }
if (values[i] > Max) { Max = values[i]; }
}
*min_out = Min; *max_out = Max;
}
// Finds the sim of an array
template <typename T>
static inline T ImSum(const T* values, int count) {
T sum = 0;
for (int i = 0; i < count; ++i)
sum += values[i];
return sum;
}
// Finds the mean of an array
template <typename T>
static inline double ImMean(const T* values, int count) {
double den = 1.0 / count;
double mu = 0;
for (int i = 0; i < count; ++i)
mu += (double)values[i] * den;
return mu;
}
// Finds the sample standard deviation of an array
template <typename T>
static inline double ImStdDev(const T* values, int count) {
double den = 1.0 / (count - 1.0);
double mu = ImMean(values, count);
double x = 0;
for (int i = 0; i < count; ++i)
x += ((double)values[i] - mu) * ((double)values[i] - mu) * den;
return sqrt(x);
}
// Mix color a and b by factor s in [0 256]
static inline ImU32 ImMixU32(ImU32 a, ImU32 b, ImU32 s) {
#ifdef IMPLOT_MIX64
const ImU32 af = 256-s;
const ImU32 bf = s;
const ImU64 al = (a & 0x00ff00ff) | (((ImU64)(a & 0xff00ff00)) << 24);
const ImU64 bl = (b & 0x00ff00ff) | (((ImU64)(b & 0xff00ff00)) << 24);
const ImU64 mix = (al * af + bl * bf);
return ((mix >> 32) & 0xff00ff00) | ((mix & 0xff00ff00) >> 8);
#else
const ImU32 af = 256-s;
const ImU32 bf = s;
const ImU32 al = (a & 0x00ff00ff);
const ImU32 ah = (a & 0xff00ff00) >> 8;
const ImU32 bl = (b & 0x00ff00ff);
const ImU32 bh = (b & 0xff00ff00) >> 8;
const ImU32 ml = (al * af + bl * bf);
const ImU32 mh = (ah * af + bh * bf);
return (mh & 0xff00ff00) | ((ml & 0xff00ff00) >> 8);
#endif
}
// Lerp across an array of 32-bit collors given t in [0.0 1.0]
static inline ImU32 ImLerpU32(const ImU32* colors, int size, float t) {
int i1 = (int)((size - 1 ) * t);
int i2 = i1 + 1;
if (i2 == size || size == 1)
return colors[i1];
float den = 1.0f / (size - 1);
float t1 = i1 * den;
float t2 = i2 * den;
float tr = ImRemap01(t, t1, t2);
return ImMixU32(colors[i1], colors[i2], (ImU32)(tr*256));
}
// Set alpha channel of 32-bit color from float in range [0.0 1.0]
static inline ImU32 ImAlphaU32(ImU32 col, float alpha) {
return col & ~((ImU32)((1.0f-alpha)*255)<<IM_COL32_A_SHIFT);
}
// Returns true of two ranges overlap
template <typename T>
static inline bool ImOverlaps(T min_a, T max_a, T min_b, T max_b) {
return min_a <= max_b && min_b <= max_a;
}
//-----------------------------------------------------------------------------
// [SECTION] ImPlot Enums
//-----------------------------------------------------------------------------
typedef int ImPlotTimeUnit; // -> enum ImPlotTimeUnit_
typedef int ImPlotDateFmt; // -> enum ImPlotDateFmt_
typedef int ImPlotTimeFmt; // -> enum ImPlotTimeFmt_
enum ImPlotTimeUnit_ {
ImPlotTimeUnit_Us, // microsecond
ImPlotTimeUnit_Ms, // millisecond
ImPlotTimeUnit_S, // second
ImPlotTimeUnit_Min, // minute
ImPlotTimeUnit_Hr, // hour
ImPlotTimeUnit_Day, // day
ImPlotTimeUnit_Mo, // month
ImPlotTimeUnit_Yr, // year
ImPlotTimeUnit_COUNT
};
enum ImPlotDateFmt_ { // default [ ISO 8601 ]
ImPlotDateFmt_None = 0,
ImPlotDateFmt_DayMo, // 10/3 [ --10-03 ]
ImPlotDateFmt_DayMoYr, // 10/3/91 [ 1991-10-03 ]
ImPlotDateFmt_MoYr, // Oct 1991 [ 1991-10 ]
ImPlotDateFmt_Mo, // Oct [ --10 ]
ImPlotDateFmt_Yr // 1991 [ 1991 ]
};
enum ImPlotTimeFmt_ { // default [ 24 Hour Clock ]
ImPlotTimeFmt_None = 0,
ImPlotTimeFmt_Us, // .428 552 [ .428 552 ]
ImPlotTimeFmt_SUs, // :29.428 552 [ :29.428 552 ]
ImPlotTimeFmt_SMs, // :29.428 [ :29.428 ]
ImPlotTimeFmt_S, // :29 [ :29 ]
ImPlotTimeFmt_MinSMs, // 21:29.428 [ 21:29.428 ]
ImPlotTimeFmt_HrMinSMs, // 7:21:29.428pm [ 19:21:29.428 ]
ImPlotTimeFmt_HrMinS, // 7:21:29pm [ 19:21:29 ]
ImPlotTimeFmt_HrMin, // 7:21pm [ 19:21 ]
ImPlotTimeFmt_Hr // 7pm [ 19:00 ]
};
//-----------------------------------------------------------------------------
// [SECTION] Callbacks
//-----------------------------------------------------------------------------
typedef void (*ImPlotLocator)(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data);
//-----------------------------------------------------------------------------
// [SECTION] Structs
//-----------------------------------------------------------------------------
// Combined date/time format spec
struct ImPlotDateTimeSpec {
ImPlotDateTimeSpec() {}
ImPlotDateTimeSpec(ImPlotDateFmt date_fmt, ImPlotTimeFmt time_fmt, bool use_24_hr_clk = false, bool use_iso_8601 = false) {
Date = date_fmt;
Time = time_fmt;
UseISO8601 = use_iso_8601;
Use24HourClock = use_24_hr_clk;
}
ImPlotDateFmt Date;
ImPlotTimeFmt Time;
bool UseISO8601;
bool Use24HourClock;
};
// Two part timestamp struct.
struct ImPlotTime {
time_t S; // second part
int Us; // microsecond part
ImPlotTime() { S = 0; Us = 0; }
ImPlotTime(time_t s, int us = 0) { S = s + us / 1000000; Us = us % 1000000; }
void RollOver() { S = S + Us / 1000000; Us = Us % 1000000; }
double ToDouble() const { return (double)S + (double)Us / 1000000.0; }
static ImPlotTime FromDouble(double t) { return ImPlotTime((time_t)t, (int)(t * 1000000 - floor(t) * 1000000)); }
};
static inline ImPlotTime operator+(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return ImPlotTime(lhs.S + rhs.S, lhs.Us + rhs.Us); }
static inline ImPlotTime operator-(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return ImPlotTime(lhs.S - rhs.S, lhs.Us - rhs.Us); }
static inline bool operator==(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return lhs.S == rhs.S && lhs.Us == rhs.Us; }
static inline bool operator<(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return lhs.S == rhs.S ? lhs.Us < rhs.Us : lhs.S < rhs.S; }
static inline bool operator>(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return rhs < lhs; }
static inline bool operator<=(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return lhs < rhs || lhs == rhs; }
static inline bool operator>=(const ImPlotTime& lhs, const ImPlotTime& rhs)
{ return lhs > rhs || lhs == rhs; }
// Colormap data storage
struct ImPlotColormapData {
ImVector<ImU32> Keys;
ImVector<int> KeyCounts;
ImVector<int> KeyOffsets;
ImVector<ImU32> Tables;
ImVector<int> TableSizes;
ImVector<int> TableOffsets;
ImGuiTextBuffer Text;
ImVector<int> TextOffsets;
ImVector<bool> Quals;
ImGuiStorage Map;
int Count;
ImPlotColormapData() { Count = 0; }
int Append(const char* name, const ImU32* keys, int count, bool qual) {
if (GetIndex(name) != -1)
return -1;
KeyOffsets.push_back(Keys.size());
KeyCounts.push_back(count);
Keys.reserve(Keys.size()+count);
for (int i = 0; i < count; ++i)
Keys.push_back(keys[i]);
TextOffsets.push_back(Text.size());
Text.append(name, name + strlen(name) + 1);
Quals.push_back(qual);
ImGuiID id = ImHashStr(name);
int idx = Count++;
Map.SetInt(id,idx);
_AppendTable(idx);
return idx;
}
void _AppendTable(ImPlotColormap cmap) {
int key_count = GetKeyCount(cmap);
const ImU32* keys = GetKeys(cmap);
int off = Tables.size();
TableOffsets.push_back(off);
if (IsQual(cmap)) {
Tables.reserve(key_count);
for (int i = 0; i < key_count; ++i)
Tables.push_back(keys[i]);
TableSizes.push_back(key_count);
}
else {
int max_size = 255 * (key_count-1) + 1;
Tables.reserve(off + max_size);
// ImU32 last = keys[0];
// Tables.push_back(last);
// int n = 1;
for (int i = 0; i < key_count-1; ++i) {
for (int s = 0; s < 255; ++s) {
ImU32 a = keys[i];
ImU32 b = keys[i+1];
ImU32 c = ImMixU32(a,b,s);
// if (c != last) {
Tables.push_back(c);
// last = c;
// n++;
// }
}
}
ImU32 c = keys[key_count-1];
// if (c != last) {
Tables.push_back(c);
// n++;
// }
// TableSizes.push_back(n);
TableSizes.push_back(max_size);
}
}
void RebuildTables() {
Tables.resize(0);
TableSizes.resize(0);
TableOffsets.resize(0);
for (int i = 0; i < Count; ++i)
_AppendTable(i);
}
inline bool IsQual(ImPlotColormap cmap) const { return Quals[cmap]; }
inline const char* GetName(ImPlotColormap cmap) const { return cmap < Count ? Text.Buf.Data + TextOffsets[cmap] : nullptr; }
inline ImPlotColormap GetIndex(const char* name) const { ImGuiID key = ImHashStr(name); return Map.GetInt(key,-1); }
inline const ImU32* GetKeys(ImPlotColormap cmap) const { return &Keys[KeyOffsets[cmap]]; }
inline int GetKeyCount(ImPlotColormap cmap) const { return KeyCounts[cmap]; }
inline ImU32 GetKeyColor(ImPlotColormap cmap, int idx) const { return Keys[KeyOffsets[cmap]+idx]; }
inline void SetKeyColor(ImPlotColormap cmap, int idx, ImU32 value) { Keys[KeyOffsets[cmap]+idx] = value; RebuildTables(); }
inline const ImU32* GetTable(ImPlotColormap cmap) const { return &Tables[TableOffsets[cmap]]; }
inline int GetTableSize(ImPlotColormap cmap) const { return TableSizes[cmap]; }
inline ImU32 GetTableColor(ImPlotColormap cmap, int idx) const { return Tables[TableOffsets[cmap]+idx]; }
inline ImU32 LerpTable(ImPlotColormap cmap, float t) const {
int off = TableOffsets[cmap];
int siz = TableSizes[cmap];
int idx = Quals[cmap] ? ImClamp((int)(siz*t),0,siz-1) : (int)((siz - 1) * t + 0.5f);
return Tables[off + idx];
}
};
// ImPlotPoint with positive/negative error values
struct ImPlotPointError {
double X, Y, Neg, Pos;
ImPlotPointError(double x, double y, double neg, double pos) {
X = x; Y = y; Neg = neg; Pos = pos;
}
};
// Interior plot label/annotation
struct ImPlotAnnotation {
ImVec2 Pos;
ImVec2 Offset;
ImU32 ColorBg;
ImU32 ColorFg;
int TextOffset;
bool Clamp;
ImPlotAnnotation() {
ColorBg = ColorFg = 0;
TextOffset = 0;
Clamp = false;
}
};
// Collection of plot labels
struct ImPlotAnnotationCollection {
ImVector<ImPlotAnnotation> Annotations;
ImGuiTextBuffer TextBuffer;
int Size;
ImPlotAnnotationCollection() { Reset(); }
void AppendV(const ImVec2& pos, const ImVec2& off, ImU32 bg, ImU32 fg, bool clamp, const char* fmt, va_list args) IM_FMTLIST(7) {
ImPlotAnnotation an;
an.Pos = pos; an.Offset = off;
an.ColorBg = bg; an.ColorFg = fg;
an.TextOffset = TextBuffer.size();
an.Clamp = clamp;
Annotations.push_back(an);
TextBuffer.appendfv(fmt, args);
const char nul[] = "";
TextBuffer.append(nul,nul+1);
Size++;
}
void Append(const ImVec2& pos, const ImVec2& off, ImU32 bg, ImU32 fg, bool clamp, const char* fmt, ...) IM_FMTARGS(7) {
va_list args;
va_start(args, fmt);
AppendV(pos, off, bg, fg, clamp, fmt, args);
va_end(args);
}
const char* GetText(int idx) {
return TextBuffer.Buf.Data + Annotations[idx].TextOffset;
}
void Reset() {
Annotations.shrink(0);
TextBuffer.Buf.shrink(0);
Size = 0;
}
};
struct ImPlotTag {
ImAxis Axis;
double Value;
ImU32 ColorBg;
ImU32 ColorFg;
int TextOffset;
};
struct ImPlotTagCollection {
ImVector<ImPlotTag> Tags;
ImGuiTextBuffer TextBuffer;
int Size;
ImPlotTagCollection() { Reset(); }
void AppendV(ImAxis axis, double value, ImU32 bg, ImU32 fg, const char* fmt, va_list args) IM_FMTLIST(6) {
ImPlotTag tag;
tag.Axis = axis;
tag.Value = value;
tag.ColorBg = bg;
tag.ColorFg = fg;
tag.TextOffset = TextBuffer.size();
Tags.push_back(tag);
TextBuffer.appendfv(fmt, args);
const char nul[] = "";
TextBuffer.append(nul,nul+1);
Size++;
}
void Append(ImAxis axis, double value, ImU32 bg, ImU32 fg, const char* fmt, ...) IM_FMTARGS(6) {
va_list args;
va_start(args, fmt);
AppendV(axis, value, bg, fg, fmt, args);
va_end(args);
}
const char* GetText(int idx) {
return TextBuffer.Buf.Data + Tags[idx].TextOffset;
}
void Reset() {
Tags.shrink(0);
TextBuffer.Buf.shrink(0);
Size = 0;
}
};
// Tick mark info
struct ImPlotTick
{
double PlotPos;
float PixelPos;
ImVec2 LabelSize;
int TextOffset;
bool Major;
bool ShowLabel;
int Level;
int Idx;
ImPlotTick(double value, bool major, int level, bool show_label) {
PixelPos = 0;
PlotPos = value;
Major = major;
ShowLabel = show_label;
Level = level;
TextOffset = -1;
}
};
// Collection of ticks
struct ImPlotTicker {
ImVector<ImPlotTick> Ticks;
ImGuiTextBuffer TextBuffer;
ImVec2 MaxSize;
ImVec2 LateSize;
int Levels;
ImPlotTicker() {
Reset();
}
ImPlotTick& AddTick(double value, bool major, int level, bool show_label, const char* label) {
ImPlotTick tick(value, major, level, show_label);
if (show_label && label != nullptr) {
tick.TextOffset = TextBuffer.size();
TextBuffer.append(label, label + strlen(label) + 1);
tick.LabelSize = ImGui::CalcTextSize(TextBuffer.Buf.Data + tick.TextOffset);
}
return AddTick(tick);
}
ImPlotTick& AddTick(double value, bool major, int level, bool show_label, ImPlotFormatter formatter, void* data) {
ImPlotTick tick(value, major, level, show_label);
if (show_label && formatter != nullptr) {
char buff[IMPLOT_LABEL_MAX_SIZE];
tick.TextOffset = TextBuffer.size();
formatter(tick.PlotPos, buff, sizeof(buff), data);
TextBuffer.append(buff, buff + strlen(buff) + 1);
tick.LabelSize = ImGui::CalcTextSize(TextBuffer.Buf.Data + tick.TextOffset);
}
return AddTick(tick);
}
inline ImPlotTick& AddTick(ImPlotTick tick) {
if (tick.ShowLabel) {
MaxSize.x = tick.LabelSize.x > MaxSize.x ? tick.LabelSize.x : MaxSize.x;
MaxSize.y = tick.LabelSize.y > MaxSize.y ? tick.LabelSize.y : MaxSize.y;
}
tick.Idx = Ticks.size();
Ticks.push_back(tick);
return Ticks.back();
}
const char* GetText(int idx) const {
return TextBuffer.Buf.Data + Ticks[idx].TextOffset;
}
const char* GetText(const ImPlotTick& tick) {
return GetText(tick.Idx);
}
void OverrideSizeLate(const ImVec2& size) {
LateSize.x = size.x > LateSize.x ? size.x : LateSize.x;
LateSize.y = size.y > LateSize.y ? size.y : LateSize.y;
}
void Reset() {
Ticks.shrink(0);
TextBuffer.Buf.shrink(0);
MaxSize = LateSize;
LateSize = ImVec2(0,0);
Levels = 1;
}
int TickCount() const {
return Ticks.Size;
}
};
// Axis state information that must persist after EndPlot
struct ImPlotAxis
{
ImGuiID ID;
ImPlotAxisFlags Flags;
ImPlotAxisFlags PreviousFlags;
ImPlotRange Range;
ImPlotCond RangeCond;
ImPlotScale Scale;
ImPlotRange FitExtents;
ImPlotAxis* OrthoAxis;
ImPlotRange ConstraintRange;
ImPlotRange ConstraintZoom;
ImPlotTicker Ticker;
ImPlotFormatter Formatter;
void* FormatterData;
char FormatSpec[16];
ImPlotLocator Locator;
double* LinkedMin;
double* LinkedMax;
int PickerLevel;
ImPlotTime PickerTimeMin, PickerTimeMax;
ImPlotTransform TransformForward;
ImPlotTransform TransformInverse;
void* TransformData;
float PixelMin, PixelMax;
double ScaleMin, ScaleMax;
double ScaleToPixel;
float Datum1, Datum2;
ImRect HoverRect;
int LabelOffset;
ImU32 ColorMaj, ColorMin, ColorTick, ColorTxt, ColorBg, ColorHov, ColorAct, ColorHiLi;
bool Enabled;
bool Vertical;
bool FitThisFrame;
bool HasRange;
bool HasFormatSpec;
bool ShowDefaultTicks;
bool Hovered;
bool Held;
ImPlotAxis() {
ID = 0;
Flags = PreviousFlags = ImPlotAxisFlags_None;
Range.Min = 0;
Range.Max = 1;
Scale = ImPlotScale_Linear;
TransformForward = TransformInverse = nullptr;
TransformData = nullptr;
FitExtents.Min = HUGE_VAL;
FitExtents.Max = -HUGE_VAL;
OrthoAxis = nullptr;
ConstraintRange = ImPlotRange(-INFINITY,INFINITY);
ConstraintZoom = ImPlotRange(DBL_MIN,INFINITY);
LinkedMin = LinkedMax = nullptr;
PickerLevel = 0;
Datum1 = Datum2 = 0;
PixelMin = PixelMax = 0;
LabelOffset = -1;
ColorMaj = ColorMin = ColorTick = ColorTxt = ColorBg = ColorHov = ColorAct = 0;
ColorHiLi = IM_COL32_BLACK_TRANS;
Formatter = nullptr;
FormatterData = nullptr;
Locator = nullptr;
Enabled = Hovered = Held = FitThisFrame = HasRange = HasFormatSpec = false;
ShowDefaultTicks = true;
}
inline void Reset() {
Enabled = false;
Scale = ImPlotScale_Linear;
TransformForward = TransformInverse = nullptr;
TransformData = nullptr;
LabelOffset = -1;
HasFormatSpec = false;
Formatter = nullptr;
FormatterData = nullptr;
Locator = nullptr;
ShowDefaultTicks = true;
FitThisFrame = false;
FitExtents.Min = HUGE_VAL;
FitExtents.Max = -HUGE_VAL;
OrthoAxis = nullptr;
ConstraintRange = ImPlotRange(-INFINITY,INFINITY);
ConstraintZoom = ImPlotRange(DBL_MIN,INFINITY);
Ticker.Reset();
}
inline bool SetMin(double _min, bool force=false) {
if (!force && IsLockedMin())
return false;
_min = ImConstrainNan(ImConstrainInf(_min));
if (_min < ConstraintRange.Min)
_min = ConstraintRange.Min;
double z = Range.Max - _min;
if (z < ConstraintZoom.Min)
_min = Range.Max - ConstraintZoom.Min;
if (z > ConstraintZoom.Max)
_min = Range.Max - ConstraintZoom.Max;
if (_min >= Range.Max)
return false;
Range.Min = _min;
PickerTimeMin = ImPlotTime::FromDouble(Range.Min);
UpdateTransformCache();
return true;
};
inline bool SetMax(double _max, bool force=false) {
if (!force && IsLockedMax())
return false;
_max = ImConstrainNan(ImConstrainInf(_max));
if (_max > ConstraintRange.Max)
_max = ConstraintRange.Max;
double z = _max - Range.Min;
if (z < ConstraintZoom.Min)
_max = Range.Min + ConstraintZoom.Min;
if (z > ConstraintZoom.Max)
_max = Range.Min + ConstraintZoom.Max;
if (_max <= Range.Min)
return false;
Range.Max = _max;
PickerTimeMax = ImPlotTime::FromDouble(Range.Max);
UpdateTransformCache();
return true;
};
inline void SetRange(double v1, double v2) {
Range.Min = ImMin(v1,v2);
Range.Max = ImMax(v1,v2);
Constrain();
PickerTimeMin = ImPlotTime::FromDouble(Range.Min);
PickerTimeMax = ImPlotTime::FromDouble(Range.Max);
UpdateTransformCache();
}
inline void SetRange(const ImPlotRange& range) {
SetRange(range.Min, range.Max);
}
inline void SetAspect(double unit_per_pix) {
double new_size = unit_per_pix * PixelSize();
double delta = (new_size - Range.Size()) * 0.5;
if (IsLocked())
return;
else if (IsLockedMin() && !IsLockedMax())
SetRange(Range.Min, Range.Max + 2*delta);
else if (!IsLockedMin() && IsLockedMax())
SetRange(Range.Min - 2*delta, Range.Max);
else
SetRange(Range.Min - delta, Range.Max + delta);
}
inline float PixelSize() const { return ImAbs(PixelMax - PixelMin); }
inline double GetAspect() const { return Range.Size() / PixelSize(); }
inline void Constrain() {
Range.Min = ImConstrainNan(ImConstrainInf(Range.Min));
Range.Max = ImConstrainNan(ImConstrainInf(Range.Max));
if (Range.Min < ConstraintRange.Min)
Range.Min = ConstraintRange.Min;
if (Range.Max > ConstraintRange.Max)
Range.Max = ConstraintRange.Max;
double z = Range.Size();
if (z < ConstraintZoom.Min) {
double delta = (ConstraintZoom.Min - z) * 0.5;
Range.Min -= delta;
Range.Max += delta;
}
if (z > ConstraintZoom.Max) {
double delta = (z - ConstraintZoom.Max) * 0.5;
Range.Min += delta;
Range.Max -= delta;
}
if (Range.Max <= Range.Min)
Range.Max = Range.Min + DBL_EPSILON;
}
inline void UpdateTransformCache() {
ScaleToPixel = (PixelMax - PixelMin) / Range.Size();
if (TransformForward != nullptr) {
ScaleMin = TransformForward(Range.Min, TransformData);
ScaleMax = TransformForward(Range.Max, TransformData);
}
else {
ScaleMin = Range.Min;
ScaleMax = Range.Max;
}
}
inline float PlotToPixels(double plt) const {
if (TransformForward != nullptr) {
double s = TransformForward(plt, TransformData);
double t = (s - ScaleMin) / (ScaleMax - ScaleMin);
plt = Range.Min + Range.Size() * t;
}
return (float)(PixelMin + ScaleToPixel * (plt - Range.Min));
}
inline double PixelsToPlot(float pix) const {
double plt = (pix - PixelMin) / ScaleToPixel + Range.Min;
if (TransformInverse != nullptr) {
double t = (plt - Range.Min) / Range.Size();
double s = t * (ScaleMax - ScaleMin) + ScaleMin;
plt = TransformInverse(s, TransformData);
}
return plt;
}
inline void ExtendFit(double v) {
if (!ImNanOrInf(v) && v >= ConstraintRange.Min && v <= ConstraintRange.Max) {
FitExtents.Min = v < FitExtents.Min ? v : FitExtents.Min;
FitExtents.Max = v > FitExtents.Max ? v : FitExtents.Max;
}
}
inline void ExtendFitWith(ImPlotAxis& alt, double v, double v_alt) {
if (ImHasFlag(Flags, ImPlotAxisFlags_RangeFit) && !alt.Range.Contains(v_alt))
return;
if (!ImNanOrInf(v) && v >= ConstraintRange.Min && v <= ConstraintRange.Max) {
FitExtents.Min = v < FitExtents.Min ? v : FitExtents.Min;
FitExtents.Max = v > FitExtents.Max ? v : FitExtents.Max;
}
}
inline void ApplyFit(float padding) {
const double ext_size = FitExtents.Size() * 0.5;
FitExtents.Min -= ext_size * padding;
FitExtents.Max += ext_size * padding;
if (!IsLockedMin() && !ImNanOrInf(FitExtents.Min))
Range.Min = FitExtents.Min;
if (!IsLockedMax() && !ImNanOrInf(FitExtents.Max))
Range.Max = FitExtents.Max;
if (ImAlmostEqual(Range.Min, Range.Max)) {
Range.Max += 0.5;
Range.Min -= 0.5;
}
Constrain();
UpdateTransformCache();
}
inline bool HasLabel() const { return LabelOffset != -1 && !ImHasFlag(Flags, ImPlotAxisFlags_NoLabel); }
inline bool HasGridLines() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoGridLines); }
inline bool HasTickLabels() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoTickLabels); }
inline bool HasTickMarks() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoTickMarks); }
inline bool WillRender() const { return Enabled && (HasGridLines() || HasTickLabels() || HasTickMarks()); }
inline bool IsOpposite() const { return ImHasFlag(Flags, ImPlotAxisFlags_Opposite); }
inline bool IsInverted() const { return ImHasFlag(Flags, ImPlotAxisFlags_Invert); }
inline bool IsForeground() const { return ImHasFlag(Flags, ImPlotAxisFlags_Foreground); }
inline bool IsAutoFitting() const { return ImHasFlag(Flags, ImPlotAxisFlags_AutoFit); }
inline bool CanInitFit() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoInitialFit) && !HasRange && !LinkedMin && !LinkedMax; }
inline bool IsRangeLocked() const { return HasRange && RangeCond == ImPlotCond_Always; }
inline bool IsLockedMin() const { return !Enabled || IsRangeLocked() || ImHasFlag(Flags, ImPlotAxisFlags_LockMin); }
inline bool IsLockedMax() const { return !Enabled || IsRangeLocked() || ImHasFlag(Flags, ImPlotAxisFlags_LockMax); }
inline bool IsLocked() const { return IsLockedMin() && IsLockedMax(); }
inline bool IsInputLockedMin() const { return IsLockedMin() || IsAutoFitting(); }
inline bool IsInputLockedMax() const { return IsLockedMax() || IsAutoFitting(); }
inline bool IsInputLocked() const { return IsLocked() || IsAutoFitting(); }
inline bool HasMenus() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoMenus); }
inline bool IsPanLocked(bool increasing) {
if (ImHasFlag(Flags, ImPlotAxisFlags_PanStretch)) {
return IsInputLocked();
}
else {
if (IsLockedMin() || IsLockedMax() || IsAutoFitting())
return false;
if (increasing)
return Range.Max == ConstraintRange.Max;
else
return Range.Min == ConstraintRange.Min;
}
}
void PushLinks() {
if (LinkedMin) { *LinkedMin = Range.Min; }
if (LinkedMax) { *LinkedMax = Range.Max; }
}
void PullLinks() {
if (LinkedMin && LinkedMax) { SetRange(*LinkedMin, *LinkedMax); }
else if (LinkedMin) { SetMin(*LinkedMin,true); }
else if (LinkedMax) { SetMax(*LinkedMax,true); }
}
};
// Align plots group data
struct ImPlotAlignmentData {
bool Vertical;
float PadA;
float PadB;
float PadAMax;
float PadBMax;
ImPlotAlignmentData() {
Vertical = true;
PadA = PadB = PadAMax = PadBMax = 0;
}
void Begin() { PadAMax = PadBMax = 0; }
void Update(float& pad_a, float& pad_b, float& delta_a, float& delta_b) {
float bak_a = pad_a; float bak_b = pad_b;
if (PadAMax < pad_a) { PadAMax = pad_a; }
if (PadBMax < pad_b) { PadBMax = pad_b; }
if (pad_a < PadA) { pad_a = PadA; delta_a = pad_a - bak_a; } else { delta_a = 0; }
if (pad_b < PadB) { pad_b = PadB; delta_b = pad_b - bak_b; } else { delta_b = 0; }
}
void End() { PadA = PadAMax; PadB = PadBMax; }
void Reset() { PadA = PadB = PadAMax = PadBMax = 0; }
};
// State information for Plot items
struct ImPlotItem
{
ImGuiID ID;
ImU32 Color;
ImRect LegendHoverRect;
int NameOffset;
bool Show;
bool LegendHovered;
bool SeenThisFrame;
ImPlotItem() {
ID = 0;
Color = IM_COL32_WHITE;
NameOffset = -1;
Show = true;
SeenThisFrame = false;
LegendHovered = false;
}
~ImPlotItem() { ID = 0; }
};
// Holds Legend state
struct ImPlotLegend
{
ImPlotLegendFlags Flags;
ImPlotLegendFlags PreviousFlags;
ImPlotLocation Location;
ImPlotLocation PreviousLocation;
ImVec2 Scroll;
ImVector<int> Indices;
ImGuiTextBuffer Labels;
ImRect Rect;
ImRect RectClamped;
bool Hovered;
bool Held;
bool CanGoInside;
ImPlotLegend() {
Flags = PreviousFlags = ImPlotLegendFlags_None;
CanGoInside = true;
Hovered = Held = false;
Location = PreviousLocation = ImPlotLocation_NorthWest;
Scroll = ImVec2(0,0);
}
void Reset() { Indices.shrink(0); Labels.Buf.shrink(0); }
};
// Holds Items and Legend data
struct ImPlotItemGroup
{
ImGuiID ID;
ImPlotLegend Legend;
ImPool<ImPlotItem> ItemPool;
int ColormapIdx;
ImPlotItemGroup() { ID = 0; ColormapIdx = 0; }
int GetItemCount() const { return ItemPool.GetBufSize(); }
ImGuiID GetItemID(const char* label_id) { return ImGui::GetID(label_id); /* GetIDWithSeed */ }
ImPlotItem* GetItem(ImGuiID id) { return ItemPool.GetByKey(id); }
ImPlotItem* GetItem(const char* label_id) { return GetItem(GetItemID(label_id)); }
ImPlotItem* GetOrAddItem(ImGuiID id) { return ItemPool.GetOrAddByKey(id); }
ImPlotItem* GetItemByIndex(int i) { return ItemPool.GetByIndex(i); }
int GetItemIndex(ImPlotItem* item) { return ItemPool.GetIndex(item); }
int GetLegendCount() const { return Legend.Indices.size(); }
ImPlotItem* GetLegendItem(int i) { return ItemPool.GetByIndex(Legend.Indices[i]); }
const char* GetLegendLabel(int i) { return Legend.Labels.Buf.Data + GetLegendItem(i)->NameOffset; }
void Reset() { ItemPool.Clear(); Legend.Reset(); ColormapIdx = 0; }
};
// Holds Plot state information that must persist after EndPlot
struct ImPlotPlot
{
ImGuiID ID;
ImPlotFlags Flags;
ImPlotFlags PreviousFlags;
ImPlotLocation MouseTextLocation;
ImPlotMouseTextFlags MouseTextFlags;
ImPlotAxis Axes[ImAxis_COUNT];
ImGuiTextBuffer TextBuffer;
ImPlotItemGroup Items;
ImAxis CurrentX;
ImAxis CurrentY;
ImRect FrameRect;
ImRect CanvasRect;
ImRect PlotRect;
ImRect AxesRect;
ImRect SelectRect;
ImVec2 SelectStart;
int TitleOffset;
bool JustCreated;
bool Initialized;
bool SetupLocked;
bool FitThisFrame;
bool Hovered;
bool Held;
bool Selecting;
bool Selected;
bool ContextLocked;
ImPlotPlot() {
Flags = PreviousFlags = ImPlotFlags_None;
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i)
XAxis(i).Vertical = false;
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i)
YAxis(i).Vertical = true;
SelectStart = ImVec2(0,0);
CurrentX = ImAxis_X1;
CurrentY = ImAxis_Y1;
MouseTextLocation = ImPlotLocation_South | ImPlotLocation_East;
MouseTextFlags = ImPlotMouseTextFlags_None;
TitleOffset = -1;
JustCreated = true;
Initialized = SetupLocked = FitThisFrame = false;
Hovered = Held = Selected = Selecting = ContextLocked = false;
}
inline bool IsInputLocked() const {
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) {
if (!XAxis(i).IsInputLocked())
return false;
}
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) {
if (!YAxis(i).IsInputLocked())
return false;
}
return true;
}
inline void ClearTextBuffer() { TextBuffer.Buf.shrink(0); }
inline void SetTitle(const char* title) {
if (title && ImGui::FindRenderedTextEnd(title, nullptr) != title) {
TitleOffset = TextBuffer.size();
TextBuffer.append(title, title + strlen(title) + 1);
}
else {
TitleOffset = -1;
}
}
inline bool HasTitle() const { return TitleOffset != -1 && !ImHasFlag(Flags, ImPlotFlags_NoTitle); }
inline const char* GetTitle() const { return TextBuffer.Buf.Data + TitleOffset; }
inline ImPlotAxis& XAxis(int i) { return Axes[ImAxis_X1 + i]; }
inline const ImPlotAxis& XAxis(int i) const { return Axes[ImAxis_X1 + i]; }
inline ImPlotAxis& YAxis(int i) { return Axes[ImAxis_Y1 + i]; }
inline const ImPlotAxis& YAxis(int i) const { return Axes[ImAxis_Y1 + i]; }
inline int EnabledAxesX() {
int cnt = 0;
for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i)
cnt += XAxis(i).Enabled;
return cnt;
}
inline int EnabledAxesY() {
int cnt = 0;
for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i)
cnt += YAxis(i).Enabled;
return cnt;
}
inline void SetAxisLabel(ImPlotAxis& axis, const char* label) {
if (label && ImGui::FindRenderedTextEnd(label, nullptr) != label) {
axis.LabelOffset = TextBuffer.size();
TextBuffer.append(label, label + strlen(label) + 1);
}
else {
axis.LabelOffset = -1;
}
}
inline const char* GetAxisLabel(const ImPlotAxis& axis) const { return TextBuffer.Buf.Data + axis.LabelOffset; }
};
// Holds subplot data that must persist after EndSubplot
struct ImPlotSubplot {
ImGuiID ID;
ImPlotSubplotFlags Flags;
ImPlotSubplotFlags PreviousFlags;
ImPlotItemGroup Items;
int Rows;
int Cols;
int CurrentIdx;
ImRect FrameRect;
ImRect GridRect;
ImVec2 CellSize;
ImVector<ImPlotAlignmentData> RowAlignmentData;
ImVector<ImPlotAlignmentData> ColAlignmentData;
ImVector<float> RowRatios;
ImVector<float> ColRatios;
ImVector<ImPlotRange> RowLinkData;
ImVector<ImPlotRange> ColLinkData;
float TempSizes[2];
bool FrameHovered;
bool HasTitle;
ImPlotSubplot() {
ID = 0;
Flags = PreviousFlags = ImPlotSubplotFlags_None;
Rows = Cols = CurrentIdx = 0;
Items.Legend.Location = ImPlotLocation_North;
Items.Legend.Flags = ImPlotLegendFlags_Horizontal|ImPlotLegendFlags_Outside;
Items.Legend.CanGoInside = false;
TempSizes[0] = TempSizes[1] = 0;
FrameHovered = false;
HasTitle = false;
}
};
// Temporary data storage for upcoming plot
struct ImPlotNextPlotData
{
ImPlotCond RangeCond[ImAxis_COUNT];
ImPlotRange Range[ImAxis_COUNT];
bool HasRange[ImAxis_COUNT];
bool Fit[ImAxis_COUNT];
double* LinkedMin[ImAxis_COUNT];
double* LinkedMax[ImAxis_COUNT];
ImPlotNextPlotData() { Reset(); }
void Reset() {
for (int i = 0; i < ImAxis_COUNT; ++i) {
HasRange[i] = false;
Fit[i] = false;
LinkedMin[i] = LinkedMax[i] = nullptr;
}
}
};
// Temporary data storage for upcoming item
struct ImPlotNextItemData {
ImVec4 Colors[5]; // ImPlotCol_Line, ImPlotCol_Fill, ImPlotCol_MarkerOutline, ImPlotCol_MarkerFill, ImPlotCol_ErrorBar
float LineWeight;
ImPlotMarker Marker;
float MarkerSize;
float MarkerWeight;
float FillAlpha;
float ErrorBarSize;
float ErrorBarWeight;
float DigitalBitHeight;
float DigitalBitGap;
bool RenderLine;
bool RenderFill;
bool RenderMarkerLine;
bool RenderMarkerFill;
bool HasHidden;
bool Hidden;
ImPlotCond HiddenCond;
ImPlotNextItemData() { Reset(); }
void Reset() {
for (int i = 0; i < 5; ++i)
Colors[i] = IMPLOT_AUTO_COL;
LineWeight = MarkerSize = MarkerWeight = FillAlpha = ErrorBarSize = ErrorBarWeight = DigitalBitHeight = DigitalBitGap = IMPLOT_AUTO;
Marker = IMPLOT_AUTO;
HasHidden = Hidden = false;
}
};
// Holds state information that must persist between calls to BeginPlot()/EndPlot()
struct ImPlotContext {
// Plot States
ImPool<ImPlotPlot> Plots;
ImPool<ImPlotSubplot> Subplots;
ImPlotPlot* CurrentPlot;
ImPlotSubplot* CurrentSubplot;
ImPlotItemGroup* CurrentItems;
ImPlotItem* CurrentItem;
ImPlotItem* PreviousItem;
// Tick Marks and Labels
ImPlotTicker CTicker;
// Annotation and Tabs
ImPlotAnnotationCollection Annotations;
ImPlotTagCollection Tags;
// Style and Colormaps
ImPlotStyle Style;
ImVector<ImGuiColorMod> ColorModifiers;
ImVector<ImGuiStyleMod> StyleModifiers;
ImPlotColormapData ColormapData;
ImVector<ImPlotColormap> ColormapModifiers;
// Time
tm Tm;
// Temp data for general use
ImVector<double> TempDouble1, TempDouble2;
ImVector<int> TempInt1;
// Misc
int DigitalPlotItemCnt;
int DigitalPlotOffset;
ImPlotNextPlotData NextPlotData;
ImPlotNextItemData NextItemData;
ImPlotInputMap InputMap;
bool OpenContextThisFrame;
ImGuiTextBuffer MousePosStringBuilder;
ImPlotItemGroup* SortItems;
// Align plots
ImPool<ImPlotAlignmentData> AlignmentData;
ImPlotAlignmentData* CurrentAlignmentH;
ImPlotAlignmentData* CurrentAlignmentV;
};
//-----------------------------------------------------------------------------
// [SECTION] Internal API
// No guarantee of forward compatibility here!
//-----------------------------------------------------------------------------
namespace ImPlot {
//-----------------------------------------------------------------------------
// [SECTION] Context Utils
//-----------------------------------------------------------------------------
// Initializes an ImPlotContext
IMPLOT_API void Initialize(ImPlotContext* ctx);
// Resets an ImPlot context for the next call to BeginPlot
IMPLOT_API void ResetCtxForNextPlot(ImPlotContext* ctx);
// Resets an ImPlot context for the next call to BeginAlignedPlots
IMPLOT_API void ResetCtxForNextAlignedPlots(ImPlotContext* ctx);
// Resets an ImPlot context for the next call to BeginSubplot
IMPLOT_API void ResetCtxForNextSubplot(ImPlotContext* ctx);
//-----------------------------------------------------------------------------
// [SECTION] Plot Utils
//-----------------------------------------------------------------------------
// Gets a plot from the current ImPlotContext
IMPLOT_API ImPlotPlot* GetPlot(const char* title);
// Gets the current plot from the current ImPlotContext
IMPLOT_API ImPlotPlot* GetCurrentPlot();
// Busts the cache for every plot in the current context
IMPLOT_API void BustPlotCache();
// Shows a plot's context menu.
IMPLOT_API void ShowPlotContextMenu(ImPlotPlot& plot);
//-----------------------------------------------------------------------------
// [SECTION] Setup Utils
//-----------------------------------------------------------------------------
// Lock Setup and call SetupFinish if necessary.
static inline void SetupLock() {
ImPlotContext& gp = *GImPlot;
if (!gp.CurrentPlot->SetupLocked)
SetupFinish();
gp.CurrentPlot->SetupLocked = true;
}
//-----------------------------------------------------------------------------
// [SECTION] Subplot Utils
//-----------------------------------------------------------------------------
// Advances to next subplot
IMPLOT_API void SubplotNextCell();
// Shows a subplot's context menu.
IMPLOT_API void ShowSubplotsContextMenu(ImPlotSubplot& subplot);
//-----------------------------------------------------------------------------
// [SECTION] Item Utils
//-----------------------------------------------------------------------------
// Begins a new item. Returns false if the item should not be plotted. Pushes PlotClipRect.
IMPLOT_API bool BeginItem(const char* label_id, ImPlotItemFlags flags=0, ImPlotCol recolor_from=IMPLOT_AUTO);
// Same as above but with fitting functionality.
template <typename _Fitter>
bool BeginItemEx(const char* label_id, const _Fitter& fitter, ImPlotItemFlags flags=0, ImPlotCol recolor_from=IMPLOT_AUTO) {
if (BeginItem(label_id, flags, recolor_from)) {
ImPlotPlot& plot = *GetCurrentPlot();
if (plot.FitThisFrame && !ImHasFlag(flags, ImPlotItemFlags_NoFit))
fitter.Fit(plot.Axes[plot.CurrentX], plot.Axes[plot.CurrentY]);
return true;
}
return false;
}
// Ends an item (call only if BeginItem returns true). Pops PlotClipRect.
IMPLOT_API void EndItem();
// Register or get an existing item from the current plot.
IMPLOT_API ImPlotItem* RegisterOrGetItem(const char* label_id, ImPlotItemFlags flags, bool* just_created = nullptr);
// Get a plot item from the current plot.
IMPLOT_API ImPlotItem* GetItem(const char* label_id);
// Gets the current item.
IMPLOT_API ImPlotItem* GetCurrentItem();
// Busts the cache for every item for every plot in the current context.
IMPLOT_API void BustItemCache();
//-----------------------------------------------------------------------------
// [SECTION] Axis Utils
//-----------------------------------------------------------------------------
// Returns true if any enabled axis is locked from user input.
static inline bool AnyAxesInputLocked(ImPlotAxis* axes, int count) {
for (int i = 0; i < count; ++i) {
if (axes[i].Enabled && axes[i].IsInputLocked())
return true;
}
return false;
}
// Returns true if all enabled axes are locked from user input.
static inline bool AllAxesInputLocked(ImPlotAxis* axes, int count) {
for (int i = 0; i < count; ++i) {
if (axes[i].Enabled && !axes[i].IsInputLocked())
return false;
}
return true;
}
static inline bool AnyAxesHeld(ImPlotAxis* axes, int count) {
for (int i = 0; i < count; ++i) {
if (axes[i].Enabled && axes[i].Held)
return true;
}
return false;
}
static inline bool AnyAxesHovered(ImPlotAxis* axes, int count) {
for (int i = 0; i < count; ++i) {
if (axes[i].Enabled && axes[i].Hovered)
return true;
}
return false;
}
// Returns true if the user has requested data to be fit.
static inline bool FitThisFrame() {
return GImPlot->CurrentPlot->FitThisFrame;
}
// Extends the current plot's axes so that it encompasses a vertical line at x
static inline void FitPointX(double x) {
ImPlotPlot& plot = *GetCurrentPlot();
ImPlotAxis& x_axis = plot.Axes[plot.CurrentX];
x_axis.ExtendFit(x);
}
// Extends the current plot's axes so that it encompasses a horizontal line at y
static inline void FitPointY(double y) {
ImPlotPlot& plot = *GetCurrentPlot();
ImPlotAxis& y_axis = plot.Axes[plot.CurrentY];
y_axis.ExtendFit(y);
}
// Extends the current plot's axes so that it encompasses point p
static inline void FitPoint(const ImPlotPoint& p) {
ImPlotPlot& plot = *GetCurrentPlot();
ImPlotAxis& x_axis = plot.Axes[plot.CurrentX];
ImPlotAxis& y_axis = plot.Axes[plot.CurrentY];
x_axis.ExtendFitWith(y_axis, p.x, p.y);
y_axis.ExtendFitWith(x_axis, p.y, p.x);
}
// Returns true if two ranges overlap
static inline bool RangesOverlap(const ImPlotRange& r1, const ImPlotRange& r2)
{ return r1.Min <= r2.Max && r2.Min <= r1.Max; }
// Shows an axis's context menu.
IMPLOT_API void ShowAxisContextMenu(ImPlotAxis& axis, ImPlotAxis* equal_axis, bool time_allowed = false);
//-----------------------------------------------------------------------------
// [SECTION] Legend Utils
//-----------------------------------------------------------------------------
// Gets the position of an inner rect that is located inside of an outer rect according to an ImPlotLocation and padding amount.
IMPLOT_API ImVec2 GetLocationPos(const ImRect& outer_rect, const ImVec2& inner_size, ImPlotLocation location, const ImVec2& pad = ImVec2(0,0));
// Calculates the bounding box size of a legend _before_ clipping.
IMPLOT_API ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& spacing, bool vertical);
// Clips calculated legend size
IMPLOT_API bool ClampLegendRect(ImRect& legend_rect, const ImRect& outer_rect, const ImVec2& pad);
// Renders legend entries into a bounding box
IMPLOT_API bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool interactable, const ImVec2& pad, const ImVec2& spacing, bool vertical, ImDrawList& DrawList);
// Shows an alternate legend for the plot identified by #title_id, outside of the plot frame (can be called before or after of Begin/EndPlot but must occur in the same ImGui window! This is not thoroughly tested nor scrollable!).
IMPLOT_API void ShowAltLegend(const char* title_id, bool vertical = true, const ImVec2 size = ImVec2(0,0), bool interactable = true);
// Shows a legend's context menu.
IMPLOT_API bool ShowLegendContextMenu(ImPlotLegend& legend, bool visible);
//-----------------------------------------------------------------------------
// [SECTION] Label Utils
//-----------------------------------------------------------------------------
// Create a a string label for a an axis value
IMPLOT_API void LabelAxisValue(const ImPlotAxis& axis, double value, char* buff, int size, bool round = false);
//-----------------------------------------------------------------------------
// [SECTION] Styling Utils
//-----------------------------------------------------------------------------
// Get styling data for next item (call between Begin/EndItem)
static inline const ImPlotNextItemData& GetItemData() { return GImPlot->NextItemData; }
// Returns true if a color is set to be automatically determined
static inline bool IsColorAuto(const ImVec4& col) { return col.w == -1; }
// Returns true if a style color is set to be automatically determined
static inline bool IsColorAuto(ImPlotCol idx) { return IsColorAuto(GImPlot->Style.Colors[idx]); }
// Returns the automatically deduced style color
IMPLOT_API ImVec4 GetAutoColor(ImPlotCol idx);
// Returns the style color whether it is automatic or custom set
static inline ImVec4 GetStyleColorVec4(ImPlotCol idx) { return IsColorAuto(idx) ? GetAutoColor(idx) : GImPlot->Style.Colors[idx]; }
static inline ImU32 GetStyleColorU32(ImPlotCol idx) { return ImGui::ColorConvertFloat4ToU32(GetStyleColorVec4(idx)); }
// Draws vertical text. The position is the bottom left of the text rect.
IMPLOT_API void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end = nullptr);
// Draws multiline horizontal text centered.
IMPLOT_API void AddTextCentered(ImDrawList* DrawList, ImVec2 top_center, ImU32 col, const char* text_begin, const char* text_end = nullptr);
// Calculates the size of vertical text
static inline ImVec2 CalcTextSizeVertical(const char *text) {
ImVec2 sz = ImGui::CalcTextSize(text);
return ImVec2(sz.y, sz.x);
}
// Returns white or black text given background color
static inline ImU32 CalcTextColor(const ImVec4& bg) { return (bg.x * 0.299f + bg.y * 0.587f + bg.z * 0.114f) > 0.5f ? IM_COL32_BLACK : IM_COL32_WHITE; }
static inline ImU32 CalcTextColor(ImU32 bg) { return CalcTextColor(ImGui::ColorConvertU32ToFloat4(bg)); }
// Lightens or darkens a color for hover
static inline ImU32 CalcHoverColor(ImU32 col) { return ImMixU32(col, CalcTextColor(col), 32); }
// Clamps a label position so that it fits a rect defined by Min/Max
static inline ImVec2 ClampLabelPos(ImVec2 pos, const ImVec2& size, const ImVec2& Min, const ImVec2& Max) {
if (pos.x < Min.x) pos.x = Min.x;
if (pos.y < Min.y) pos.y = Min.y;
if ((pos.x + size.x) > Max.x) pos.x = Max.x - size.x;
if ((pos.y + size.y) > Max.y) pos.y = Max.y - size.y;
return pos;
}
// Returns a color from the Color map given an index >= 0 (modulo will be performed).
IMPLOT_API ImU32 GetColormapColorU32(int idx, ImPlotColormap cmap);
// Returns the next unused colormap color and advances the colormap. Can be used to skip colors if desired.
IMPLOT_API ImU32 NextColormapColorU32();
// Linearly interpolates a color from the current colormap given t between 0 and 1.
IMPLOT_API ImU32 SampleColormapU32(float t, ImPlotColormap cmap);
// Render a colormap bar
IMPLOT_API void RenderColorBar(const ImU32* colors, int size, ImDrawList& DrawList, const ImRect& bounds, bool vert, bool reversed, bool continuous);
//-----------------------------------------------------------------------------
// [SECTION] Math and Misc Utils
//-----------------------------------------------------------------------------
// Rounds x to powers of 2,5 and 10 for generating axis labels (from Graphics Gems 1 Chapter 11.2)
IMPLOT_API double NiceNum(double x, bool round);
// Computes order of magnitude of double.
static inline int OrderOfMagnitude(double val) { return val == 0 ? 0 : (int)(floor(log10(fabs(val)))); }
// Returns the precision required for a order of magnitude.
static inline int OrderToPrecision(int order) { return order > 0 ? 0 : 1 - order; }
// Returns a floating point precision to use given a value
static inline int Precision(double val) { return OrderToPrecision(OrderOfMagnitude(val)); }
// Round a value to a given precision
static inline double RoundTo(double val, int prec) { double p = pow(10,(double)prec); return floor(val*p+0.5)/p; }
// Returns the intersection point of two lines A and B (assumes they are not parallel!)
static inline ImVec2 Intersection(const ImVec2& a1, const ImVec2& a2, const ImVec2& b1, const ImVec2& b2) {
float v1 = (a1.x * a2.y - a1.y * a2.x); float v2 = (b1.x * b2.y - b1.y * b2.x);
float v3 = ((a1.x - a2.x) * (b1.y - b2.y) - (a1.y - a2.y) * (b1.x - b2.x));
return ImVec2((v1 * (b1.x - b2.x) - v2 * (a1.x - a2.x)) / v3, (v1 * (b1.y - b2.y) - v2 * (a1.y - a2.y)) / v3);
}
// Fills a buffer with n samples linear interpolated from vmin to vmax
template <typename T>
void FillRange(ImVector<T>& buffer, int n, T vmin, T vmax) {
buffer.resize(n);
T step = (vmax - vmin) / (n - 1);
for (int i = 0; i < n; ++i) {
buffer[i] = vmin + i * step;
}
}
// Calculate histogram bin counts and widths
template <typename T>
static inline void CalculateBins(const T* values, int count, ImPlotBin meth, const ImPlotRange& range, int& bins_out, double& width_out) {
switch (meth) {
case ImPlotBin_Sqrt:
bins_out = (int)ceil(sqrt(count));
break;
case ImPlotBin_Sturges:
bins_out = (int)ceil(1.0 + log2(count));
break;
case ImPlotBin_Rice:
bins_out = (int)ceil(2 * cbrt(count));
break;
case ImPlotBin_Scott:
width_out = 3.49 * ImStdDev(values, count) / cbrt(count);
bins_out = (int)round(range.Size() / width_out);
break;
}
width_out = range.Size() / bins_out;
}
//-----------------------------------------------------------------------------
// Time Utils
//-----------------------------------------------------------------------------
// Returns true if year is leap year (366 days long)
static inline bool IsLeapYear(int year) {
return year % 4 == 0 && (year % 100 != 0 || year % 400 == 0);
}
// Returns the number of days in a month, accounting for Feb. leap years. #month is zero indexed.
static inline int GetDaysInMonth(int year, int month) {
static const int days[12] = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31};
return days[month] + (int)(month == 1 && IsLeapYear(year));
}
// Make a UNIX timestamp from a tm struct expressed in UTC time (i.e. GMT timezone).
IMPLOT_API ImPlotTime MkGmtTime(struct tm *ptm);
// Make a tm struct expressed in UTC time (i.e. GMT timezone) from a UNIX timestamp.
IMPLOT_API tm* GetGmtTime(const ImPlotTime& t, tm* ptm);
// Make a UNIX timestamp from a tm struct expressed in local time.
IMPLOT_API ImPlotTime MkLocTime(struct tm *ptm);
// Make a tm struct expressed in local time from a UNIX timestamp.
IMPLOT_API tm* GetLocTime(const ImPlotTime& t, tm* ptm);
// NB: The following functions only work if there is a current ImPlotContext because the
// internal tm struct is owned by the context! They are aware of ImPlotStyle.UseLocalTime.
// Make a timestamp from time components.
// year[1970-3000], month[0-11], day[1-31], hour[0-23], min[0-59], sec[0-59], us[0,999999]
IMPLOT_API ImPlotTime MakeTime(int year, int month = 0, int day = 1, int hour = 0, int min = 0, int sec = 0, int us = 0);
// Get year component from timestamp [1970-3000]
IMPLOT_API int GetYear(const ImPlotTime& t);
// Adds or subtracts time from a timestamp. #count > 0 to add, < 0 to subtract.
IMPLOT_API ImPlotTime AddTime(const ImPlotTime& t, ImPlotTimeUnit unit, int count);
// Rounds a timestamp down to nearest unit.
IMPLOT_API ImPlotTime FloorTime(const ImPlotTime& t, ImPlotTimeUnit unit);
// Rounds a timestamp up to the nearest unit.
IMPLOT_API ImPlotTime CeilTime(const ImPlotTime& t, ImPlotTimeUnit unit);
// Rounds a timestamp up or down to the nearest unit.
IMPLOT_API ImPlotTime RoundTime(const ImPlotTime& t, ImPlotTimeUnit unit);
// Combines the date of one timestamp with the time-of-day of another timestamp.
IMPLOT_API ImPlotTime CombineDateTime(const ImPlotTime& date_part, const ImPlotTime& time_part);
// Formats the time part of timestamp t into a buffer according to #fmt
IMPLOT_API int FormatTime(const ImPlotTime& t, char* buffer, int size, ImPlotTimeFmt fmt, bool use_24_hr_clk);
// Formats the date part of timestamp t into a buffer according to #fmt
IMPLOT_API int FormatDate(const ImPlotTime& t, char* buffer, int size, ImPlotDateFmt fmt, bool use_iso_8601);
// Formats the time and/or date parts of a timestamp t into a buffer according to #fmt
IMPLOT_API int FormatDateTime(const ImPlotTime& t, char* buffer, int size, ImPlotDateTimeSpec fmt);
// Shows a date picker widget block (year/month/day).
// #level = 0 for day, 1 for month, 2 for year. Modified by user interaction.
// #t will be set when a day is clicked and the function will return true.
// #t1 and #t2 are optional dates to highlight.
IMPLOT_API bool ShowDatePicker(const char* id, int* level, ImPlotTime* t, const ImPlotTime* t1 = nullptr, const ImPlotTime* t2 = nullptr);
// Shows a time picker widget block (hour/min/sec).
// #t will be set when a new hour, minute, or sec is selected or am/pm is toggled, and the function will return true.
IMPLOT_API bool ShowTimePicker(const char* id, ImPlotTime* t);
//-----------------------------------------------------------------------------
// [SECTION] Transforms
//-----------------------------------------------------------------------------
static inline double TransformForward_Log10(double v, void*) {
v = v <= 0.0 ? DBL_MIN : v;
return ImLog10(v);
}
static inline double TransformInverse_Log10(double v, void*) {
return ImPow(10, v);
}
static inline double TransformForward_SymLog(double v, void*) {
return 2.0 * ImAsinh(v / 2.0);
}
static inline double TransformInverse_SymLog(double v, void*) {
return 2.0 * ImSinh(v / 2.0);
}
static inline double TransformForward_Logit(double v, void*) {
v = ImClamp(v, DBL_MIN, 1.0 - DBL_EPSILON);
return ImLog10(v / (1 - v));
}
static inline double TransformInverse_Logit(double v, void*) {
return 1.0 / (1.0 + ImPow(10,-v));
}
//-----------------------------------------------------------------------------
// [SECTION] Formatters
//-----------------------------------------------------------------------------
static inline int Formatter_Default(double value, char* buff, int size, void* data) {
char* fmt = (char*)data;
return ImFormatString(buff, size, fmt, value);
}
static inline int Formatter_Logit(double value, char* buff, int size, void*) {
if (value == 0.5)
return ImFormatString(buff,size,"1/2");
else if (value < 0.5)
return ImFormatString(buff,size,"%g", value);
else
return ImFormatString(buff,size,"1 - %g", 1 - value);
}
struct Formatter_Time_Data {
ImPlotTime Time;
ImPlotDateTimeSpec Spec;
ImPlotFormatter UserFormatter;
void* UserFormatterData;
};
static inline int Formatter_Time(double, char* buff, int size, void* data) {
Formatter_Time_Data* ftd = (Formatter_Time_Data*)data;
return FormatDateTime(ftd->Time, buff, size, ftd->Spec);
}
//------------------------------------------------------------------------------
// [SECTION] Locator
//------------------------------------------------------------------------------
void Locator_Default(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data);
void Locator_Time(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data);
void Locator_Log10(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data);
void Locator_SymLog(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data);
} // namespace ImPlot
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_opengl2.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "cimgui_impl_opengl2.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL2_Init(void)
{
return ::ImGui_ImplOpenGL2_Init();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_Shutdown(void)
{
::ImGui_ImplOpenGL2_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_NewFrame(void)
{
::ImGui_ImplOpenGL2_NewFrame();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_RenderDrawData(cimgui::ImDrawData* draw_data)
{
::ImGui_ImplOpenGL2_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL2_CreateFontsTexture(void)
{
return ::ImGui_ImplOpenGL2_CreateFontsTexture();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_DestroyFontsTexture(void)
{
::ImGui_ImplOpenGL2_DestroyFontsTexture();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL2_CreateDeviceObjects(void)
{
return ::ImGui_ImplOpenGL2_CreateDeviceObjects();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_DestroyDeviceObjects(void)
{
::ImGui_ImplOpenGL2_DestroyDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdl2.cpp | // dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling
ImVector<SDL_GameController*> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
}
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_MOUSEMOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_MOUSEWHEEL:
{
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
float wheel_y = event->wheel.preciseY;
#else
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT:
{
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT:
{
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->MouseLastLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
bd->WantUpdateMonitors = true;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.18: Enable native IME.
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
void ImGui_ImplSDL2_Shutdown()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int mouse_x, mouse_y, window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor(SDL_TRUE);
}
}
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController* gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
{
bool merged_value = false;
for (SDL_GameController* gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_GameController* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// Update list of controller(s) to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
{
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr))
monitor.DpiScale = dpi / 96.0f;
#endif
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rygorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)vd->Window;
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_internal.h | // dear imgui, v1.90.8
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations
// [SECTION] Context pointer
// [SECTION] STB libraries includes
// [SECTION] Macros
// [SECTION] Generic helpers
// [SECTION] ImDrawList support
// [SECTION] Data types support
// [SECTION] Widgets support: flags, enums, data structures
// [SECTION] Popup support
// [SECTION] Inputs support
// [SECTION] Clipper support
// [SECTION] Navigation support
// [SECTION] Typing-select support
// [SECTION] Columns support
// [SECTION] Multi-select support
// [SECTION] Docking support
// [SECTION] Viewport support
// [SECTION] Settings support
// [SECTION] Localization support
// [SECTION] Metrics, Debug tools
// [SECTION] Generic context hooks
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiWindowTempData, ImGuiWindow
// [SECTION] Tab bar, Tab item support
// [SECTION] Table support
// [SECTION] ImGui internal API
// [SECTION] ImFontAtlas internal API
// [SECTION] Test Engine specific hooks (imgui_test_engine)
*/
#pragma once
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// [SECTION] Header mess
//-----------------------------------------------------------------------------
#ifndef IMGUI_VERSION
#include "imgui.h"
#endif
#include <stdio.h> // FILE*, sscanf
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#include <limits.h> // INT_MIN, INT_MAX
// Enable SSE intrinsics if available
#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)
#define IMGUI_ENABLE_SSE
#include <immintrin.h>
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wdouble-promotion"
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn'
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif
// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h
// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h
#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED)
#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h!
#endif
// Legacy defines
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
#endif
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
#endif
// Enable stb_truetype by default unless FreeType is enabled.
// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
#ifndef IMGUI_ENABLE_FREETYPE
#define IMGUI_ENABLE_STB_TRUETYPE
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations
//-----------------------------------------------------------------------------
struct ImBitVector; // Store 1-bit per value
struct ImRect; // An axis-aligned rectangle (2 points)
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum)
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiDockContext; // Docking system context
struct ImGuiDockRequest; // Docking system dock/undock queued request
struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id
struct ImGuiLastItemData; // Status storage for last submitted items
struct ImGuiLocEntry; // A localization entry.
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow()
struct ImGuiTableColumn; // Storage for one column of a table
struct ImGuiTableInstanceData; // Storage for one instance of a same table
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
struct ImGuiTableSettings; // Storage for a table .ini settings
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
// Flags
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow();
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
//-----------------------------------------------------------------------------
// [SECTION] Context pointer
// See implementation of this variable in imgui.cpp for comments and details.
//-----------------------------------------------------------------------------
#ifndef GImGui
extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries includes
//-------------------------------------------------------------------------
namespace ImStb
{
#undef IMSTB_TEXTEDIT_STRING
#undef IMSTB_TEXTEDIT_CHARTYPE
#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState
#define IMSTB_TEXTEDIT_CHARTYPE ImWchar
#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99
#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h"
} // namespace ImStb
//-----------------------------------------------------------------------------
// [SECTION] Macros
//-----------------------------------------------------------------------------
// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
// Debug Printing Into TTY
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
#ifndef IMGUI_DEBUG_PRINTF
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__)
#else
#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0)
#endif
#endif
// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...) ((void)0)
#endif
#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
// Static Asserts
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
//#define IMGUI_DEBUG_PARANOID
#ifdef IMGUI_DEBUG_PARANOID
#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
#else
#define IM_ASSERT_PARANOID(_EXPR)
#endif
// Error handling
// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
#ifndef IM_ASSERT_USER_ERROR
#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error
#endif
// Misc Macros
#define IM_PI 3.14159265358979323846f
#ifdef _WIN32
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
#else
#define IM_NEWLINE "\n"
#endif
#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override
#define IM_TABSIZE (4)
#endif
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
#define IM_STRINGIFY_HELPER(_X) #_X
#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IM_FLOOR IM_TRUNC
#endif
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
#else
#define IMGUI_CDECL
#endif
// Warnings
#if defined(_MSC_VER) && !defined(__clang__)
#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))
#else
#define IM_MSVC_WARNING_SUPPRESS(XXXX)
#endif
// Debug Tools
// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
#ifndef IM_DEBUG_BREAK
#if defined (_MSC_VER)
#define IM_DEBUG_BREAK() __debugbreak()
#elif defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop")
#elif defined(__GNUC__) && defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")
#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0")
#else
#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
#endif
#endif // #ifndef IM_DEBUG_BREAK
// Format specifiers, printing 64-bit hasn't been decently standardized...
// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
#if defined(_MSC_VER) && !defined(__clang__)
#define IM_PRId64 "I64d"
#define IM_PRIu64 "I64u"
#define IM_PRIX64 "I64X"
#else
#define IM_PRId64 "lld"
#define IM_PRIu64 "llu"
#define IM_PRIX64 "llX"
#endif
//-----------------------------------------------------------------------------
// [SECTION] Generic helpers
// Note that the ImXXX helpers functions are lower-level than ImGui functions.
// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
//-----------------------------------------------------------------------------
// - Helpers: Hashing
// - Helpers: Sorting
// - Helpers: Bit manipulation
// - Helpers: String
// - Helpers: Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
// - Helpers: Geometry
// - Helper: ImVec1
// - Helper: ImVec2ih
// - Helper: ImRect
// - Helper: ImBitArray
// - Helper: ImBitVector
// - Helper: ImSpan<>, ImSpanAllocator<>
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
// - Helper: ImGuiTextIndex
//-----------------------------------------------------------------------------
// Helpers: Hashing
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);
// Helpers: Sorting
#ifndef ImQsort
static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
#endif
// Helpers: Color Blending
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
// Helpers: Bit manipulation
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare.
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count.
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't).
IMGUI_API char* ImStrdup(const char* str); // Duplicate a string.
IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed.
IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range.
IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range.
IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer.
IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character.
IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string)
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string)
IM_MSVC_RUNTIME_CHECKS_OFF
static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Formatting
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API const char* ImParseFormatFindStart(const char* format);
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
// Helpers: UTF-8 <> wchar conversions
IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf
IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point.
IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line.
// Helpers: File System
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
typedef void* ImFileHandle;
static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
static inline bool ImFileClose(ImFileHandle) { return false; }
static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
#endif
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
typedef FILE* ImFileHandle;
IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
IMGUI_API bool ImFileClose(ImFileHandle file);
IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
#else
#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
#endif
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
// Helpers: Maths
IM_MSVC_RUNTIME_CHECKS_OFF
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
#define ImFabs(X) fabsf(X)
#define ImSqrt(X) sqrtf(X)
#define ImFmod(X, Y) fmodf((X), (Y))
#define ImCos(X) cosf(X)
#define ImSin(X) sinf(X)
#define ImAcos(X) acosf(X)
#define ImAtan2(Y, X) atan2f((Y), (X))
#define ImAtof(STR) atof(STR)
#define ImCeil(X) ceilf(X)
static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
static inline double ImPow(double x, double y) { return pow(x, y); }
static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
static inline double ImLog(double x) { return log(x); }
static inline int ImAbs(int x) { return x < 0 ? -x : x; }
static inline float ImAbs(float x) { return fabsf(x); }
static inline double ImAbs(double x) { return fabs(x); }
static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument
static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }
#ifdef IMGUI_ENABLE_SSE
static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
#else
static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }
#endif
static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
#endif
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
// (Exceptionally using templates here but we could also redefine them for those types)
template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
// - Misc maths helpers
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
static inline float ImTrunc(float f) { return (float)(int)(f); }
static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Geometry
IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; }
// Helper: ImVec1 (1D vector)
// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec1
{
float x;
constexpr ImVec1() : x(0.0f) { }
constexpr ImVec1(float _x) : x(_x) { }
};
// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
struct ImVec2ih
{
short x, y;
constexpr ImVec2ih() : x(0), y(0) {}
constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}
constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
};
// Helper: ImRect (2D axis aligned bounding-box)
// NB: we can't rely on ImVec2 math operators being available here!
struct IMGUI_API ImRect
{
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
float GetWidth() const { return Max.x - Min.x; }
float GetHeight() const { return Max.y - Min.y; }
float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }
ImVec2 GetTL() const { return Min; } // Top-left
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
ImVec2 GetBR() const { return Max; } // Bottom-right
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; }
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
};
// Helper: ImBitArray
#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!
#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!
inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; }
inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); }
inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)
{
n2--;
while (n <= n2)
{
int a_mod = (n & 31);
int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
arr[n >> 5] |= mask;
n = (n + 32) & ~31;
}
}
typedef ImU32* ImBitArrayPtr; // Name for use in structs
// Helper: ImBitArray class (wrapper over ImBitArray functions)
// Store 1-bit per value.
template<int BITCOUNT, int OFFSET = 0>
struct ImBitArray
{
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { ClearAllBits(); }
void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }
void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }
void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }
};
// Helper: ImBitVector
// Store 1-bit per value.
struct IMGUI_API ImBitVector
{
ImVector<ImU32> Storage;
void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
void Clear() { Storage.clear(); }
bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); }
void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }
void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helper: ImSpan<>
// Pointing to a span of data we don't own.
template<typename T>
struct ImSpan
{
T* Data;
T* DataEnd;
// Constructors, destructor
inline ImSpan() { Data = DataEnd = NULL; }
inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }
inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }
inline void set(T* data, int size) { Data = data; DataEnd = data + size; }
inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }
inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }
inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }
inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
inline T* begin() { return Data; }
inline const T* begin() const { return Data; }
inline T* end() { return DataEnd; }
inline const T* end() const { return DataEnd; }
// Utilities
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
};
// Helper: ImSpanAllocator<>
// Facilitate storing multiple chunks into a single large block (the "arena")
// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
template<int CHUNKS>
struct ImSpanAllocator
{
char* BasePtr;
int CurrOff;
int CurrIdx;
int Offsets[CHUNKS];
int Sizes[CHUNKS];
ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
inline int GetArenaSizeInBytes() { return CurrOff; }
inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
template<typename T>
inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
};
// Helper: ImPool<>
// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
template<typename T>
struct ImPool
{
ImVector<T> Buf; // Contiguous data
ImGuiStorage Map; // ID->Index
ImPoolIdx FreeIdx; // Next free idx to use
ImPoolIdx AliveCount; // Number of active/alive items (for display purpose)
ImPool() { FreeIdx = AliveCount = 0; }
~ImPool() { Clear(); }
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }
void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
// To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
// Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose)
int GetBufSize() const { return Buf.Size; }
int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
};
// Helper: ImChunkStream<>
// Build and iterate a contiguous stream of variable-sized structures.
// This is used by Settings to store persistent data while reducing allocation count.
// We store the chunk size first, and align the final size on 4 bytes boundaries.
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
template<typename T>
struct ImChunkStream
{
ImVector<char> Buf;
void clear() { Buf.clear(); }
bool empty() const { return Buf.Size == 0; }
int size() const { return Buf.Size; }
T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
};
// Helper: ImGuiTextIndex<>
// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
struct ImGuiTextIndex
{
ImVector<int> LineOffsets;
int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
void clear() { LineOffsets.clear(); EndOffset = 0; }
int size() { return LineOffsets.Size; }
const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }
const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }
void append(const char* base, int old_size, int new_size);
};
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
// Number of segments (N) is calculated using equation:
// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
// Our equation is significantly simpler that one in the post thanks for choosing segment that is
// perpendicular to X axis. Follow steps in the article from this starting condition and you will
// will get this result.
//
// Rendering circles with an odd number of segments, while mathematically correct will produce
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
#endif
#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
// Data shared between all ImDrawList instances
// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
struct IMGUI_API ImDrawListSharedData
{
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
ImFont* Font; // Current/default font (optional, for simplified AddText overload)
float FontSize; // Current/default font size (optional, for simplified AddText overload)
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
// [Internal] Temp write buffer
ImVector<ImVec2> TempBuffer;
// [Internal] Lookup tables
ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
ImDrawListSharedData();
void SetCircleTessellationMaxError(float max_error);
};
struct ImDrawDataBuilder
{
ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
ImVector<ImDrawList*> LayerData1;
ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Data types support
//-----------------------------------------------------------------------------
struct ImGuiDataVarInfo
{
ImGuiDataType Type;
ImU32 Count; // 1+
ImU32 Offset; // Offset in parent structure
void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
};
struct ImGuiDataTypeStorage
{
ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT
};
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
struct ImGuiDataTypeInfo
{
size_t Size; // Size in bytes
const char* Name; // Short descriptive name for the type, for debugging
const char* PrintFmt; // Default printf format for the type
const char* ScanFmt; // Default scanf format for the type
};
// Extend ImGuiDataType_
enum ImGuiDataTypePrivate_
{
ImGuiDataType_String = ImGuiDataType_COUNT + 1,
ImGuiDataType_Pointer,
ImGuiDataType_ID,
};
//-----------------------------------------------------------------------------
// [SECTION] Widgets support: flags, enums, data structures
//-----------------------------------------------------------------------------
// Flags used by upcoming items
// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
// - output: stored in g.LastItemData.InFlags
// Current window shared by all windows.
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{
// Controlled by user
ImGuiItemFlags_None = 0,
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls)
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
// Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData()
};
// Status flags for an already submitted item
// - output: stored in g.LastItemData.StatusFlags
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.
ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
// Additional status + semantic for ImGuiTestEngine
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status
ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)
ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status
ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX)
#endif
};
// Extend ImGuiHoveredFlags_
enum ImGuiHoveredFlagsPrivate_
{
ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
};
// Extend ImGuiInputTextFlags_
enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 29, // For internal use by InputScalar() and TempInputScalar()
};
// Extend ImGuiButtonFlags_
enum ImGuiButtonFlagsPrivate_
{
ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,
};
// Extend ImGuiComboFlags_
enum ImGuiComboFlagsPrivate_
{
ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview()
};
// Extend ImGuiSliderFlags_
enum ImGuiSliderFlagsPrivate_
{
ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.
};
// Extend ImGuiSelectableFlags_
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release)
ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release)
ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
};
// Extend ImGuiTreeNodeFlags_
enum ImGuiTreeNodeFlagsPrivate_
{
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517)
};
enum ImGuiSeparatorFlags_
{
ImGuiSeparatorFlags_None = 0,
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
ImGuiSeparatorFlags_Vertical = 1 << 1,
ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set.
};
// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.
// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()
// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.
enum ImGuiFocusRequestFlags_
{
ImGuiFocusRequestFlags_None = 0,
ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead.
ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal.
};
enum ImGuiTextFlags_
{
ImGuiTextFlags_None = 0,
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0,
};
enum ImGuiTooltipFlags_
{
ImGuiTooltipFlags_None = 0,
ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append)
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiLayoutType_
{
ImGuiLayoutType_Horizontal = 0,
ImGuiLayoutType_Vertical = 1
};
enum ImGuiLogType
{
ImGuiLogType_None = 0,
ImGuiLogType_TTY,
ImGuiLogType_File,
ImGuiLogType_Buffer,
ImGuiLogType_Clipboard,
};
// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiAxis
{
ImGuiAxis_None = -1,
ImGuiAxis_X = 0,
ImGuiAxis_Y = 1
};
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
ImGuiPlotType_Histogram,
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColorMod
{
ImGuiCol Col;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
// Storage data for BeginComboPreview()/EndComboPreview()
struct IMGUI_API ImGuiComboPreviewData
{
ImRect PreviewRect;
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
ImVec2 BackupCursorPosPrevLine;
float BackupPrevLineTextBaseOffset;
ImGuiLayoutType BackupLayout;
ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }
};
// Stacked storage data for BeginGroup()/EndGroup()
struct IMGUI_API ImGuiGroupData
{
ImGuiID WindowID;
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
ImVec2 BackupCursorPosPrevLine;
ImVec1 BackupIndent;
ImVec1 BackupGroupOffset;
ImVec2 BackupCurrLineSize;
float BackupCurrLineTextBaseOffset;
ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
bool BackupHoveredIdIsAlive;
bool BackupIsSameLine;
bool EmitItem;
};
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
struct IMGUI_API ImGuiMenuColumns
{
ImU32 TotalWidth;
ImU32 NextTotalWidth;
ImU16 Spacing;
ImU16 OffsetIcon; // Always zero for now
ImU16 OffsetLabel; // Offsets are locked in Update()
ImU16 OffsetShortcut;
ImU16 OffsetMark;
ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame)
ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
void Update(float spacing, bool window_reappearing);
float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);
void CalcNextTotalWidth(bool update_offsets);
};
// Internal temporary state for deactivating InputText() instances.
struct IMGUI_API ImGuiInputTextDeactivatedState
{
ImGuiID ID; // widget id owning the text state (which just got deactivated)
ImVector<char> TextA; // text buffer
ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); }
void ClearFreeMemory() { ID = 0; TextA.clear(); }
};
// Internal state of the currently focused/edited text input box
// For a given item ID, access with ImGui::GetInputTextState()
struct IMGUI_API ImGuiInputTextState
{
ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent).
ImGuiID ID; // widget id owning the text state
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
int BufCapacityA; // end-user buffer capacity
float ScrollX; // horizontal scrolling/offset
ImStb::STB_TexteditState Stb; // state for stb_textedit.h
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
int ReloadSelectionEnd;
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
int GetRedoAvailCount() const { return IMSTB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
// Cursor & Selection
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
int GetCursorPos() const { return Stb.cursor; }
int GetSelectionStart() const { return Stb.select_start; }
int GetSelectionEnd() const { return Stb.select_end; }
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
// Reload user buf (WIP #2890)
// If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this)
// strcpy(my_buf, "hello");
// if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
// state->ReloadUserBufAndSelectAll();
void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; }
void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
};
enum ImGuiWindowRefreshFlags_
{
ImGuiWindowRefreshFlags_None = 0,
ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND.
ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover
ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus
// Refresh policy/frequency, Load Balancing etc.
};
enum ImGuiNextWindowDataFlags_
{
ImGuiNextWindowDataFlags_None = 0,
ImGuiNextWindowDataFlags_HasPos = 1 << 0,
ImGuiNextWindowDataFlags_HasSize = 1 << 1,
ImGuiNextWindowDataFlags_HasContentSize = 1 << 2,
ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9,
ImGuiNextWindowDataFlags_HasViewport = 1 << 10,
ImGuiNextWindowDataFlags_HasDock = 1 << 11,
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 12,
};
// Storage for SetNexWindow** functions
struct ImGuiNextWindowData
{
ImGuiNextWindowDataFlags Flags;
ImGuiCond PosCond;
ImGuiCond SizeCond;
ImGuiCond CollapsedCond;
ImGuiCond DockCond;
ImVec2 PosVal;
ImVec2 PosPivotVal;
ImVec2 SizeVal;
ImVec2 ContentSizeVal;
ImVec2 ScrollVal;
ImGuiChildFlags ChildFlags;
bool PosUndock;
bool CollapsedVal;
ImRect SizeConstraintRect;
ImGuiSizeCallback SizeCallback;
void* SizeCallbackUserData;
float BgAlphaVal; // Override background alpha
ImGuiID ViewportId;
ImGuiID DockId;
ImGuiWindowClass WindowClass;
ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
ImGuiWindowRefreshFlags RefreshFlagsVal;
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
};
// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
typedef ImS64 ImGuiSelectionUserData;
enum ImGuiNextItemDataFlags_
{
ImGuiNextItemDataFlags_None = 0,
ImGuiNextItemDataFlags_HasWidth = 1 << 0,
ImGuiNextItemDataFlags_HasOpen = 1 << 1,
ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
};
struct ImGuiNextItemData
{
ImGuiNextItemDataFlags Flags;
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
float Width; // Set by SetNextItemWidth()
ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut()
bool OpenVal; // Set by SetNextItemOpen()
ImU8 OpenCond; // Set by SetNextItemOpen()
ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
};
// Status storage for the last submitted item
struct ImGuiLastItemData
{
ImGuiID ID;
ImGuiItemFlags InFlags; // See ImGuiItemFlags_
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
};
// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
// Only stored when the node is a potential candidate for landing on a Left arrow jump.
struct ImGuiNavTreeNodeData
{
ImGuiID ID;
ImGuiItemFlags InFlags;
ImRect NavRect;
};
struct IMGUI_API ImGuiStackSizes
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfItemFlagsStack;
short SizeOfBeginPopupStack;
short SizeOfDisabledStack;
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
void SetToContextState(ImGuiContext* ctx);
void CompareWithContextState(ImGuiContext* ctx);
};
// Data saved for each window pushed into the stack
struct ImGuiWindowStackData
{
ImGuiWindow* Window;
ImGuiLastItemData ParentLastItemDataBackup;
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
bool DisabledOverrideReenable; // Non-child window override disabled flag
};
struct ImGuiShrinkWidthItem
{
int Index;
float Width;
float InitialWidth;
};
struct ImGuiPtrOrIndex
{
void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
int Index; // Usually index in a main pool.
ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
};
//-----------------------------------------------------------------------------
// [SECTION] Popup support
//-----------------------------------------------------------------------------
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
ImGuiPopupPositionPolicy_ComboBox,
ImGuiPopupPositionPolicy_Tooltip,
};
// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
struct ImGuiPopupData
{
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
int OpenFrameCount; // Set on OpenPopup()
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
};
//-----------------------------------------------------------------------------
// [SECTION] Inputs support
//-----------------------------------------------------------------------------
// Bit array for named keys
typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
// [Internal] Key ranges
#define ImGuiKey_LegacyNativeKey_BEGIN 0
#define ImGuiKey_LegacyNativeKey_END 512
#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN)
#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart)
#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart)
#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1)
#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft)
#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1)
#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN)
#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END)
// [Internal] Named shortcuts for Navigation
#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl
#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
enum ImGuiInputEventType
{
ImGuiInputEventType_None = 0,
ImGuiInputEventType_MousePos,
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_MouseViewport,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Focus,
ImGuiInputEventType_COUNT
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_COUNT
};
// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; };
struct ImGuiInputEvent
{
ImGuiInputEventType Type;
ImGuiInputSource Source;
ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).
union
{
ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
};
bool AddedByTestEngine;
ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
};
// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner.
//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit.
typedef ImS16 ImGuiKeyRoutingIndex;
// Routing table entry (sizeof() == 16 bytes)
struct ImGuiKeyRoutingData
{
ImGuiKeyRoutingIndex NextEntryIndex;
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
ImU8 RoutingCurrScore; // [DEBUG] For debug display
ImU8 RoutingNextScore; // Lower is better (0: perfect score)
ImGuiID RoutingCurr;
ImGuiID RoutingNext;
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
};
// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
// Stored in main context (1 instance)
struct ImGuiKeyRoutingTable
{
ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]
ImVector<ImGuiKeyRoutingData> Entries;
ImVector<ImGuiKeyRoutingData> EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer)
ImGuiKeyRoutingTable() { Clear(); }
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }
};
// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)
// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.
struct ImGuiKeyOwnerData
{
ImGuiID OwnerCurr;
ImGuiID OwnerNext;
bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; }
};
// Extend ImGuiInputFlags_
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enum ImGuiInputFlagsPrivate_
{
// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
// - Repeat mode: Repeat rate selection
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
// - Repeat mode: Specify when repeating key pressed can be interrupted.
// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetKeyOwner(), SetItemKeyOwner()
// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
// - Condition for SetItemKeyOwner()
ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,
ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip,
ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
};
//-----------------------------------------------------------------------------
// [SECTION] Clipper support
//-----------------------------------------------------------------------------
// Note that Max is exclusive, so perhaps should be using a Begin/End convention.
struct ImGuiListClipperRange
{
int Min;
int Max;
bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later)
ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices
ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices
static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }
static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }
};
// Temporary clipper data, buffers shared/reused between instances
struct ImGuiListClipperData
{
ImGuiListClipper* ListClipper;
float LossynessOffset;
int StepNo;
int ItemsFrozen;
ImVector<ImGuiListClipperRange> Ranges;
ImGuiListClipperData() { memset(this, 0, sizeof(*this)); }
void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }
};
//-----------------------------------------------------------------------------
// [SECTION] Navigation support
//-----------------------------------------------------------------------------
enum ImGuiActivateFlags_
{
ImGuiActivateFlags_None = 0,
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.
};
// Early work-in-progress API for ScrollToItem()
enum ImGuiScrollFlags_
{
ImGuiScrollFlags_None = 0,
ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]
ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis
ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]
ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)
ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,
};
enum ImGuiNavHighlightFlags_
{
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3,
};
enum ImGuiNavMoveFlags_
{
ImGuiNavMoveFlags_None = 0,
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
ImGuiNavMoveFlags_LoopY = 1 << 1,
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.
ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.
ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo
ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight
ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt)
ImGuiNavLayer_COUNT
};
// Storage for navigation query/results
struct ImGuiNavItemData
{
ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
};
// Storage for PushFocusScope()
struct ImGuiFocusScopeData
{
ImGuiID ID;
ImGuiID WindowID;
};
//-----------------------------------------------------------------------------
// [SECTION] Typing-select support
//-----------------------------------------------------------------------------
// Flags for GetTypingSelectRequest()
enum ImGuiTypingSelectFlags_
{
ImGuiTypingSelectFlags_None = 0,
ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)
ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times.
};
// Returned by GetTypingSelectRequest(), designed to eventually be public.
struct IMGUI_API ImGuiTypingSelectRequest
{
ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest()
int SearchBufferLen;
const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).
bool SelectRequest; // Set when buffer was modified this frame, requesting a selection.
bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.
ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.
};
// Storage for GetTypingSelectRequest()
struct IMGUI_API ImGuiTypingSelectState
{
ImGuiTypingSelectRequest Request; // User-facing data
char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient.
ImGuiID FocusScope;
int LastRequestFrame = 0;
float LastRequestTime = 0.0f;
bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.
ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); }
void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging
};
//-----------------------------------------------------------------------------
// [SECTION] Columns support
//-----------------------------------------------------------------------------
// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays!
enum ImGuiOldColumnFlags_
{
ImGuiOldColumnFlags_None = 0,
ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,
//ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
//ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
//ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
//ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
//ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize,
#endif
};
struct ImGuiOldColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNormBeforeResize;
ImGuiOldColumnFlags Flags; // Not exposed
ImRect ClipRect;
ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
};
struct ImGuiOldColumns
{
ImGuiID ID;
ImGuiOldColumnFlags Flags;
bool IsFirstFrame;
bool IsBeingResized;
int Current;
int Count;
float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
float LineMinY, LineMaxY;
float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiOldColumnData> Columns;
ImDrawListSplitter Splitter;
ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Multi-select support
//-----------------------------------------------------------------------------
// We always assume that -1 is an invalid value (which works for indices and pointers)
#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)
#ifdef IMGUI_HAS_MULTI_SELECT
// <this is filled in 'range_select' branch>
#endif // #ifdef IMGUI_HAS_MULTI_SELECT
//-----------------------------------------------------------------------------
// [SECTION] Docking support
//-----------------------------------------------------------------------------
#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill
#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents
#ifdef IMGUI_HAS_DOCK
// Extend ImGuiDockNodeFlags_
enum ImGuiDockNodeFlagsPrivate_
{
// [Internal]
ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button)
ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button
ImGuiDockNodeFlags_NoResizeX = 1 << 16, // //
ImGuiDockNodeFlags_NoResizeY = 1 << 17, // //
ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused.
// Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved)
// Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand.
// The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues.
ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes.
ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node.
ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node.
ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows)
ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther,
// Masks
ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
// When splitting, those local flags are moved to the inheriting child, never duplicated
ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
};
// Store the source authority (dock node vs window) of a field
enum ImGuiDataAuthority_
{
ImGuiDataAuthority_Auto,
ImGuiDataAuthority_DockNode,
ImGuiDataAuthority_Window,
};
enum ImGuiDockNodeState
{
ImGuiDockNodeState_Unknown,
ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
ImGuiDockNodeState_HostWindowVisible,
};
// sizeof() 156~192
struct IMGUI_API ImGuiDockNode
{
ImGuiID ID;
ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node
ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows
ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
ImGuiDockNodeState State;
ImGuiDockNode* ParentNode;
ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
ImGuiTabBar* TabBar;
ImVec2 Pos; // Current position
ImVec2 Size; // Current size
ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
ImGuiWindowClass WindowClass; // [Root node only]
ImU32 LastBgColor;
ImGuiWindow* HostWindow;
ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
int CountNodeWithWindows; // [Root node only]
int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
int LastFrameActive; // Last frame number the node was updated.
int LastFrameFocused; // Last frame number the node was focused.
ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected.
ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window.
ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL.
ImGuiDataAuthority AuthorityForPos :3;
ImGuiDataAuthority AuthorityForSize :3;
ImGuiDataAuthority AuthorityForViewport :3;
bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
bool IsFocused :1;
bool IsBgDrawnThisFrame :1;
bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
bool HasWindowMenuButton :1;
bool HasCentralNodeChild :1;
bool WantCloseAll :1; // Set when closing all tabs at once.
bool WantLockSizeOnce :1;
bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
bool WantHiddenTabBarUpdate :1;
bool WantHiddenTabBarToggle :1;
ImGuiDockNode(ImGuiID id);
~ImGuiDockNode();
bool IsRootNode() const { return ParentNode == NULL; }
bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
bool IsSplitNode() const { return ChildNodes[0] != NULL; }
bool IsLeafNode() const { return ChildNodes[0] == NULL; }
bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
};
// List of colors that are stored at the time of Begin() into Docked Windows.
// We currently store the packed colors in a simple array window->DockStyle.Colors[].
// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
enum ImGuiWindowDockStyleCol
{
ImGuiWindowDockStyleCol_Text,
ImGuiWindowDockStyleCol_Tab,
ImGuiWindowDockStyleCol_TabHovered,
ImGuiWindowDockStyleCol_TabActive,
ImGuiWindowDockStyleCol_TabUnfocused,
ImGuiWindowDockStyleCol_TabUnfocusedActive,
ImGuiWindowDockStyleCol_COUNT
};
// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to.
struct ImGuiWindowDockStyle
{
ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
};
struct ImGuiDockContext
{
ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
ImVector<ImGuiDockRequest> Requests;
ImVector<ImGuiDockNodeSettings> NodesSettings;
bool WantFullRebuild;
ImGuiDockContext() { memset(this, 0, sizeof(*this)); }
};
#endif // #ifdef IMGUI_HAS_DOCK
//-----------------------------------------------------------------------------
// [SECTION] Viewport support
//-----------------------------------------------------------------------------
// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
int Idx;
int LastFrameActive; // Last frame number this viewport was activated by a window
int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback)
ImGuiID LastNameHash;
ImVec2 LastPos;
float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
float LastAlpha;
bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
short PlatformMonitor;
int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 LastPlatformPos;
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }
ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }
void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields
// Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
};
//-----------------------------------------------------------------------------
// [SECTION] Settings support
//-----------------------------------------------------------------------------
// Windows data saved in imgui.ini file
// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
struct ImGuiWindowSettings
{
ImGuiID ID;
ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
ImVec2ih Size;
ImVec2ih ViewportPos;
ImGuiID ViewportId;
ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
ImGuiID ClassId; // ID of window class if specified
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
bool Collapsed;
bool IsChild;
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
bool WantDelete; // Set to invalidate/delete the settings entry
ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; }
char* GetName() { return (char*)(this + 1); }
};
struct ImGuiSettingsHandler
{
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHashStr(TypeName)
void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data
void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order)
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order)
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
void* UserData;
ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Localization support
//-----------------------------------------------------------------------------
// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.
enum ImGuiLocKey : int
{
ImGuiLocKey_VersionStr,
ImGuiLocKey_TableSizeOne,
ImGuiLocKey_TableSizeAllFit,
ImGuiLocKey_TableSizeAllDefault,
ImGuiLocKey_TableResetOrder,
ImGuiLocKey_WindowingMainMenuBar,
ImGuiLocKey_WindowingPopup,
ImGuiLocKey_WindowingUntitled,
ImGuiLocKey_DockingHideTabBar,
ImGuiLocKey_DockingHoldShiftToDock,
ImGuiLocKey_DockingDragToUndockOrMoveNode,
ImGuiLocKey_COUNT
};
struct ImGuiLocEntry
{
ImGuiLocKey Key;
const char* Text;
};
//-----------------------------------------------------------------------------
// [SECTION] Metrics, Debug Tools
//-----------------------------------------------------------------------------
enum ImGuiDebugLogFlags_
{
// Event types
ImGuiDebugLogFlags_None = 0,
ImGuiDebugLogFlags_EventActiveId = 1 << 0,
ImGuiDebugLogFlags_EventFocus = 1 << 1,
ImGuiDebugLogFlags_EventPopup = 1 << 2,
ImGuiDebugLogFlags_EventNav = 1 << 3,
ImGuiDebugLogFlags_EventClipper = 1 << 4,
ImGuiDebugLogFlags_EventSelection = 1 << 5,
ImGuiDebugLogFlags_EventIO = 1 << 6,
ImGuiDebugLogFlags_EventInputRouting = 1 << 7,
ImGuiDebugLogFlags_EventDocking = 1 << 8,
ImGuiDebugLogFlags_EventViewport = 1 << 9,
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY
ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine
};
struct ImGuiDebugAllocEntry
{
int FrameCount;
ImS16 AllocCount;
ImS16 FreeCount;
};
struct ImGuiDebugAllocInfo
{
int TotalAllocCount; // Number of call to MemAlloc().
int TotalFreeCount;
ImS16 LastEntriesIdx; // Current index in buffer
ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations
ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); }
};
struct ImGuiMetricsConfig
{
bool ShowDebugLog = false;
bool ShowIDStackTool = false;
bool ShowWindowsRects = false;
bool ShowWindowsBeginOrder = false;
bool ShowTablesRects = false;
bool ShowDrawCmdMesh = true;
bool ShowDrawCmdBoundingBoxes = true;
bool ShowTextEncodingViewer = false;
bool ShowAtlasTintedWithTextColor = false;
bool ShowDockingNodes = false;
int ShowWindowsRectsType = -1;
int ShowTablesRectsType = -1;
int HighlightMonitorIdx = -1;
ImGuiID HighlightViewportID = 0;
};
struct ImGuiStackLevelInfo
{
ImGuiID ID;
ImS8 QueryFrameCount; // >= 1: Query in progress
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
ImGuiDataType DataType : 8;
char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
};
// State for ID Stack tool queries
struct ImGuiIDStackTool
{
int LastActiveFrame;
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
ImGuiID QueryId; // ID to query details for
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
};
//-----------------------------------------------------------------------------
// [SECTION] Generic context hooks
//-----------------------------------------------------------------------------
typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);
enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };
struct ImGuiContextHook
{
ImGuiID HookId; // A unique ID assigned by AddContextHook()
ImGuiContextHookType Type;
ImGuiID Owner;
ImGuiContextHookCallback Callback;
void* UserData;
ImGuiContextHook() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiContext (main Dear ImGui context)
//-----------------------------------------------------------------------------
struct ImGuiContext
{
bool Initialized;
bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImGuiPlatformIO PlatformIO;
ImGuiStyle Style;
ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame()
ImGuiConfigFlags ConfigFlagsLastFrame;
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.
float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale
ImDrawListSharedData DrawListSharedData;
double Time;
int FrameCount;
int FrameCountEnded;
int FrameCountPlatformEnded;
int FrameCountRendered;
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
bool WithinEndChild; // Set within EndChild()
bool GcCompactAll; // Request full GC
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
void* TestEngine; // Test engine user data
// Inputs
ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be trickled/written into IO structure.
ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
ImGuiMouseSource InputEventsNextMouseSource;
ImU32 InputEventsNextEventId;
// Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindowStackData> 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).
ImGuiID DebugBreakInWindow; // Set to break in Begin() call.
ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos;
int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
int WheelingWindowScrolledFrame;
float WheelingWindowReleaseTimer;
ImVec2 WheelingWindowWheelRemainder;
ImVec2 WheelingAxisAvg;
// Item/widgets state and tracking information
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
bool HoveredIdAllowOverlap;
bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
float ActiveIdTimer;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused.
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame;
bool ActiveIdFromShortcut;
int ActiveIdMouseButton : 8;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEditedBefore;
ImGuiWindow* ActiveIdPreviousFrameWindow;
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// Key/Input Ownership + Shortcut Routing system
// - The idea is that instead of "eating" a given key, we can link to an owner.
// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
ImGuiKeyRoutingTable KeysRoutingTable;
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
#endif
// Next window/item data
ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back()
ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool DebugShowGroupRects;
// Shared stacks
ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line)
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
ImVector<ImGuiFocusScopeData> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
ImVector<ImGuiItemFlags> ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewportId;
ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors
int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
ImGuiActivateFlags NavActivateFlags;
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavHighlightActivatedId;
float NavHighlightActivatedTimer;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyChord NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
// Navigation: Init & Move Requests
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
bool NavInitRequest; // Init request for appearing window to select first item
bool NavInitRequestFromMove;
ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
bool NavMoveForwardToNextFrame;
ImGuiNavMoveFlags NavMoveFlags;
ImGuiScrollFlags NavMoveScrollFlags;
ImGuiKeyChord NavMoveKeyMods;
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
ImGuiDir NavMoveDirForDebug;
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
int NavScoringDebugCount; // Metrics for debugging
int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
int NavTabbingCounter; // >0 when counting items for tabbing
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
ImGuiKey NavWindowingToggleKey;
ImVec2 NavWindowingAccumDeltaPos;
ImVec2 NavWindowingAccumDeltaSize;
// Render
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
// Drag and Drop
bool DragDropActive;
bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.
bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.
ImGuiDragDropFlags DragDropSourceFlags;
int DragDropSourceFrameCount;
int DragDropMouseButton;
ImGuiPayload DragDropPayload;
ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing
ImGuiID DragDropTargetId;
ImGuiDragDropFlags DragDropAcceptFlags;
float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
// Clipper
int ClipperTempDataStacked;
ImVector<ImGuiListClipperData> ClipperTempData;
// Tables
ImGuiTable* CurrentTable;
ImGuiID DebugBreakInTable; // Set to break in BeginTable() call.
int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)
ImPool<ImGuiTable> Tables; // Persistent table data
ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
// Tab bars
ImGuiTabBar* CurrentTabBar;
ImPool<ImGuiTabBar> TabBars;
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
// Hover Delay system
ImGuiID HoverItemDelayId;
ImGuiID HoverItemDelayIdPreviousFrame;
float HoverItemDelayTimer; // Currently used by IsItemHovered()
float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item.
ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window.
// Mouse state
ImGuiMouseCursor MouseCursor;
float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic)
ImVec2 MouseLastValidPos;
// Widget state
ImGuiInputTextState InputTextState;
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
ImFont InputTextPasswordFont;
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
int BeginMenuDepth;
int BeginComboDepth;
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for
float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
ImU32 ColorEditSavedColor; // RGB value with alpha set to 0.
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
ImGuiComboPreviewData ComboPreviewData;
ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving
bool WindowResizeRelativeMode;
short ScrollbarSeekMode; // 0: relative, -1/+1: prev/next page.
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
float SliderGrabClickOffset;
float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
bool DragCurrentAccumDirty;
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
short DisabledStackSize;
short LockMarkEdited;
short TooltipOverrideCount;
ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()
// Platform support
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
ImGuiID PlatformImeViewport;
// Extensions
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
ImGuiDockContext DockContext;
void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
// Settings
bool SettingsLoaded;
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
ImGuiID HookIdNext; // Next available HookId
// Localization
const char* LocalizationTable[ImGuiLocKey_COUNT];
// Capture/Logging
bool LogEnabled; // Currently capturing
ImGuiLogType LogType; // Capture target
ImFileHandle LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
const char* LogNextPrefix;
const char* LogNextSuffix;
float LogLinePosY;
bool LogLineFirstItem;
int LogDepthRef;
int LogDepthToExpand;
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
// Debug Tools
// (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
ImGuiDebugLogFlags DebugLogFlags;
ImGuiTextBuffer DebugLogBuf;
ImGuiTextIndex DebugLogIndex;
ImGuiDebugLogFlags DebugLogAutoDisableFlags;
ImU8 DebugLogAutoDisableFrames;
ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId.
ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause
ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around.
bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImU8 DebugItemPickerMouseButton;
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
float DebugFlashStyleColorTime;
ImVec4 DebugFlashStyleColorBackup;
ImGuiMetricsConfig DebugMetricsConfig;
ImGuiIDStackTool DebugIDStackTool;
ImGuiDebugAllocInfo DebugAllocInfo;
ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node.
// Misc
float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
int FramerateSecPerFrameIdx;
int FramerateSecPerFrameCount;
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
int WantCaptureKeyboardNextFrame; // "
int WantTextInputNextFrame;
ImVector<char> TempBuffer; // Temporary text buffer
char TempKeychordName[64];
ImGuiContext(ImFontAtlas* shared_font_atlas)
{
IO.Ctx = this;
InputTextState.Ctx = this;
Initialized = false;
ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
Font = NULL;
FontSize = FontBaseSize = CurrentDpiScale = 0.0f;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
GcCompactAll = false;
TestEngineHookItems = false;
TestEngine = NULL;
InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
InputEventsNextEventId = 1;
WindowsActiveCount = 0;
CurrentWindow = NULL;
HoveredWindow = NULL;
HoveredWindowUnderMovingWindow = NULL;
MovingWindow = NULL;
WheelingWindow = NULL;
WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
WheelingWindowReleaseTimer = 0.0f;
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ItemUnclipByLog = false;
ActiveId = 0;
ActiveIdIsAlive = 0;
ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdNoClearOnFocusLoss = false;
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
ActiveIdFromShortcut = false;
ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
ActiveIdMouseButton = -1;
ActiveIdPreviousFrame = 0;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEditedBefore = false;
ActiveIdPreviousFrameWindow = NULL;
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ActiveIdUsingNavInputMask = 0x00;
#endif
CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None;
DebugShowGroupRects = false;
CurrentViewport = NULL;
MouseViewport = MouseLastHoveredViewport = NULL;
PlatformLastFocusedViewportId = 0;
ViewportCreatedCount = PlatformWindowsCreatedCount = 0;
ViewportFocusedStampCount = 0;
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavHighlightActivatedId = 0;
NavHighlightActivatedTimer = 0.0f;
NavJustMovedToKeyMods = ImGuiMod_None;
NavInputSource = ImGuiInputSource_Keyboard;
NavLayer = ImGuiNavLayer_Main;
NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
NavIdIsAlive = false;
NavMousePosDirty = false;
NavDisableHighlight = true;
NavDisableMouseHover = false;
NavAnyRequest = false;
NavInitRequest = false;
NavInitRequestFromMove = false;
NavMoveSubmitted = false;
NavMoveScoringItems = false;
NavMoveForwardToNextFrame = false;
NavMoveFlags = ImGuiNavMoveFlags_None;
NavMoveScrollFlags = ImGuiScrollFlags_None;
NavMoveKeyMods = ImGuiMod_None;
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
NavScoringDebugCount = 0;
NavTabbingDir = 0;
NavTabbingCounter = 0;
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavWindowingToggleKey = ImGuiKey_None;
DimBgRatio = 0.0f;
DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
DragDropSourceFlags = ImGuiDragDropFlags_None;
DragDropSourceFrameCount = -1;
DragDropMouseButton = -1;
DragDropTargetId = 0;
DragDropAcceptFlags = ImGuiDragDropFlags_None;
DragDropAcceptIdCurrRectSurface = 0.0f;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1;
DragDropHoldJustPressedId = 0;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
ClipperTempDataStacked = 0;
CurrentTable = NULL;
TablesTempDataStacked = 0;
CurrentTabBar = NULL;
HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
MouseCursor = ImGuiMouseCursor_Arrow;
MouseStationaryTimer = 0.0f;
TempInputId = 0;
memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
BeginMenuDepth = BeginComboDepth = 0;
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
ColorEditCurrentID = ColorEditSavedID = 0;
ColorEditSavedHue = ColorEditSavedSat = 0.0f;
ColorEditSavedColor = 0;
WindowResizeRelativeMode = false;
ScrollbarSeekMode = 0;
ScrollbarClickDeltaToGrabCenter = 0.0f;
SliderGrabClickOffset = 0.0f;
SliderCurrentAccum = 0.0f;
SliderCurrentAccumDirty = false;
DragCurrentAccumDirty = false;
DragCurrentAccum = 0.0f;
DragSpeedDefaultRatio = 1.0f / 100.0f;
DisabledAlphaBackup = 0.0f;
DisabledStackSize = 0;
LockMarkEdited = 0;
TooltipOverrideCount = 0;
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
PlatformImeViewport = 0;
DockNodeWindowMenuHandler = NULL;
SettingsLoaded = false;
SettingsDirtyTimer = 0.0f;
HookIdNext = 0;
memset(LocalizationTable, 0, sizeof(LocalizationTable));
LogEnabled = false;
LogType = ImGuiLogType_None;
LogNextPrefix = LogNextSuffix = NULL;
LogFile = NULL;
LogLinePosY = FLT_MAX;
LogLineFirstItem = false;
LogDepthRef = 0;
LogDepthToExpand = LogDepthToExpandDefault = 2;
DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
DebugLocateId = 0;
DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
DebugLogAutoDisableFrames = 0;
DebugLocateFrames = 0;
DebugBeginReturnValueCullDepth = -1;
DebugItemPickerActive = false;
DebugItemPickerMouseButton = ImGuiMouseButton_Left;
DebugItemPickerBreakId = 0;
DebugFlashStyleColorTime = 0.0f;
DebugFlashStyleColorIdx = ImGuiCol_COUNT;
DebugHoveredDockNode = NULL;
// Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
DebugBreakInWindow = 0;
DebugBreakInTable = 0;
DebugBreakInLocateId = false;
DebugBreakKeyChord = ImGuiKey_Pause;
DebugBreakInShortcutRouting = ImGuiKey_None;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempKeychordName, 0, sizeof(TempKeychordName));
}
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiWindowTempData, ImGuiWindow
//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
struct IMGUI_API ImGuiWindowTempData
{
// Layout
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
ImVec2 CurrLineSize;
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset;
bool IsSameLine;
bool IsSetPos;
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1 GroupOffset;
ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.
bool NavHideHighlightOneFrame;
bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)
// Miscellaneous
bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
int TreeDepth; // Current tree depth.
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiOldColumns* CurrentColumns; // Current columns set
int CurrentTableIdx; // Current table index (into g.Tables)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
ImU32 ModalDimBgColor;
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
float TextWrapPos; // Current text wrap pos.
ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
};
// Storage for one window
struct IMGUI_API ImGuiWindow
{
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
ImVec2 ContentSizeIdeal;
ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
ImVec2 WindowPadding; // Window padding at the time of Begin().
float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
float WindowBorderSize; // Window border size at the time of Begin().
float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight.
float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID TabId; // == window->GetID("#TAB")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImVec2 Scroll;
ImVec2 ScrollMax;
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
ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
bool ViewportOwned;
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 WantCollapseToggle;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false.
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== HiddenFrames*** > 0)
bool IsFallbackWindow; // Set on the "Debug##Default" window.
bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked()
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3)
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
short BeginCountPreviousFrame; // Number of Begin() during the previous frame
short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
ImS8 AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
ImGuiDir AutoPosLastDirection;
ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
ImS8 DisableInputsFrames; // Disable window interactions for N frames
ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() 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.
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
// The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
// The main 'OuterRect', omitted as a field, is window->Rect().
ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window.
ImVec2ih HitTestHoleOffset;
int LastFrameActive; // Last frame number the window was Active.
int LastFrameJustFocused; // Last frame number the window was made Focused.
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault;
ImGuiStorage StateStorage;
ImVector<ImGuiOldColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
float FontDpiScale;
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
ImDrawList DrawListInst;
ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* ParentWindowInBeginStack;
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
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[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.
ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
// Docking
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
bool DockNodeIsVisible :1;
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
bool DockTabWantClose :1;
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
ImGuiWindowDockStyle DockStyle;
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
ImGuiItemStatusFlags DockTabItemStatusFlags;
ImRect DockTabItemRect;
public:
ImGuiWindow(ImGuiContext* context, const char* name);
~ImGuiWindow();
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetID(int n);
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
// We don't use g.FontSize because the window may be != g.CurrentWindow.
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
};
//-----------------------------------------------------------------------------
// [SECTION] Tab bar, Tab item support
//-----------------------------------------------------------------------------
// Extend ImGuiTabBarFlags_
enum ImGuiTabBarFlagsPrivate_
{
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
ImGuiTabBarFlags_IsFocused = 1 << 21,
ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
};
// Extend ImGuiTabItemFlags_
enum ImGuiTabItemFlagsPrivate_
{
ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
};
// Storage for one active tab item (sizeof() 48 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float ContentWidth; // Width of label, stored during BeginTabItem() call
float RequestedWidth; // Width optionally requested by caller, -1.0f is unused
ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.
bool WantClose; // Marked as closed by SetTabItemClosed()
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
};
// Storage for a tab bar (sizeof() 152 bytes)
struct IMGUI_API ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
ImGuiTabBarFlags Flags;
ImGuiID ID; // Zero for tab-bars used by docking
ImGuiID SelectedTabId; // Selected tab/window
ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
int CurrFrameVisible;
int PrevFrameVisible;
ImRect BarRect;
float CurrTabsContentsHeight;
float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
float WidthAllTabs; // Actual width of all tabs (locked during layout)
float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped
float ScrollingAnim;
float ScrollingTarget;
float ScrollingTargetDistToVisibility;
float ScrollingSpeed;
float ScrollingRectMinX;
float ScrollingRectMaxX;
float SeparatorMinX;
float SeparatorMaxX;
ImGuiID ReorderRequestTabId;
ImS16 ReorderRequestOffset;
ImS8 BeginCount;
bool WantLayout;
bool VisibleTabWasSubmitted;
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
ImS16 TabsActiveCount; // Number of tabs submitted this frame.
ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
float ItemSpacingY;
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
ImVec2 BackupCursorPos;
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar();
};
//-----------------------------------------------------------------------------
// [SECTION] Table support
//-----------------------------------------------------------------------------
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted
// Our current column maximum is 64 but we may raise that in the future.
typedef ImS16 ImGuiTableColumnIdx;
typedef ImU16 ImGuiTableDrawChannelIdx;
// [Internal] sizeof() ~ 112
// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
struct ImGuiTableColumn
{
ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
float MinX; // Absolute positions
float MaxX;
float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
float WidthAuto; // Automatic width
float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
ImRect ClipRect; // Clipping rectangle for the column
ImGuiID UserID; // Optional, value passed to TableSetupColumn()
float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
float ItemWidth; // Current item width for the column, preserved across rows
float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
float ContentMaxXUnfrozen;
float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
float ContentMaxXHeadersIdeal;
ImS16 NameOffset; // Offset into parent ColumnsNames[]
ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder)
ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[]
ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers)
ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows
bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0
bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).
bool IsUserEnabledNextFrame;
bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).
bool IsVisibleY;
bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.
bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen).
bool IsPreserveWidthAuto;
ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte
ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3)
ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each)
ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits)
ImGuiTableColumn()
{
memset(this, 0, sizeof(*this));
StretchWeight = WidthRequest = -1.0f;
NameOffset = -1;
DisplayOrder = IndexWithinEnabledSet = -1;
PrevEnabledColumn = NextEnabledColumn = -1;
SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
}
};
// Transient cell data stored per row.
// sizeof() ~ 6 bytes
struct ImGuiTableCellData
{
ImU32 BgColor; // Actual color
ImGuiTableColumnIdx Column; // Column number
};
// Parameters for TableAngledHeadersRowEx()
// This may end up being refactored for more general purpose.
// sizeof() ~ 12 bytes
struct ImGuiTableHeaderData
{
ImGuiTableColumnIdx Index; // Column index
ImU32 TextColor;
ImU32 BgColor0;
ImU32 BgColor1;
};
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
// sizeof() ~ 24 bytes
struct ImGuiTableInstanceData
{
ImGuiID TableInstanceID;
float LastOuterHeight; // Outer height from last frame
float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)
float LastFrozenHeight; // Height of frozen section from last frame
int HoveredRowLast; // Index of row which was hovered last frame.
int HoveredRowNext; // Index of row hovered this frame, set after encountering it.
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
};
// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory()
struct IMGUI_API ImGuiTable
{
ImGuiID ID;
ImGuiTableFlags Flags;
void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.
ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map
ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
int SettingsOffset; // Offset in g.SettingsTables
int LastFrameActive;
int ColumnsCount; // Number of columns declared in BeginTable()
int CurrentRow;
int CurrentColumn;
ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
float RowPosY1;
float RowPosY2;
float RowMinHeight; // Height submitted to TableNextRow()
float RowCellPaddingY; // Top and bottom padding. Reloaded during row change.
float RowTextBaseline;
float RowIndentOffsetX;
ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
ImGuiTableRowFlags LastRowFlags : 16;
int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
ImU32 RowBgColor[2]; // Background color override for current row.
ImU32 BorderColorStrong;
ImU32 BorderColorLight;
float BorderX1;
float BorderX2;
float HostIndentX;
float MinColumnWidth;
float OuterPaddingX;
float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout.
float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout.
float CellSpacingX2;
float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
float ColumnsGivenWidth; // Sum of current column width
float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns
float ResizedColumnNextWidth;
float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRect WorkRect;
ImRect InnerClipRect;
ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
ImGuiWindow* OuterWindow; // Parent window for the table
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
ImGuiTableInstanceData InstanceDataFirst;
ImVector<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableColumnSortSpecs SortSpecsSingle;
ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
ImGuiTableColumnIdx SortSpecsCount;
ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount)
ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers
ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted.
ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit.
ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count
ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row
ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.
ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;
bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
bool IsInitializing;
bool IsSortSpecsDirty;
bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.
bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
bool IsSettingsRequestLoad;
bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
bool IsResetAllRequest;
bool IsResetDisplayOrderRequest;
bool IsUnfrozenRows; // Set when we got past the frozen row.
bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable()
bool IsActiveIdAliveBeforeTable;
bool IsActiveIdInTable;
bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame.
bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous.
bool MemoryCompacted;
bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
~ImGuiTable() { IM_FREE(RawData); }
};
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs.
// sizeof() ~ 136 bytes.
struct IMGUI_API ImGuiTableTempData
{
int TableIndex; // Index in g.Tables.Buf[] pool
float LastTimeActive; // Last timestamp this structure was used
float AngledHeadersExtraWidth; // Used in EndTable()
ImVector<ImGuiTableHeaderData> AngledHeadersRequests; // Used in TableAngledHeadersRow()
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
ImDrawListSplitter DrawSplitter;
ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
};
// sizeof() ~ 12
struct ImGuiTableColumnSettings
{
float WidthOrWeight;
ImGuiID UserID;
ImGuiTableColumnIdx Index;
ImGuiTableColumnIdx DisplayOrder;
ImGuiTableColumnIdx SortOrder;
ImU8 SortDirection : 2;
ImU8 IsEnabled : 1; // "Visible" in ini file
ImU8 IsStretch : 1;
ImGuiTableColumnSettings()
{
WidthOrWeight = 0.0f;
UserID = 0;
Index = -1;
DisplayOrder = SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
IsEnabled = 1;
IsStretch = 0;
}
};
// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
struct ImGuiTableSettings
{
ImGuiID ID; // Set to 0 to invalidate/delete the setting
ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
ImGuiTableColumnIdx ColumnsCount;
ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
ImGuiTableSettings() { memset(this, 0, sizeof(*this)); }
ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }
};
//-----------------------------------------------------------------------------
// [SECTION] ImGui internal API
// No guarantee of forward compatibility here!
//-----------------------------------------------------------------------------
namespace ImGui
{
// Windows
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// If this ever crashes 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::EndFrame()/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* FindWindowByID(ImGuiID id);
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field.
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
// Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags);
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);
IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
// Windows: Idle, Refresh Policies [EXPERIMENTAL]
IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
// Init
IMGUI_API void Initialize();
IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// NewFrame
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Generic context hooks
IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);
IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
// Viewports
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API void ClearIniSettings();
IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
IMGUI_API void RemoveSettingsHandler(const char* type_name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Settings - Windows
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id);
IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window);
IMGUI_API void ClearWindowSettings(const char* name);
// Localization
IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);
inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }
// Scrolling
IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
// Early work-in-progress API (ScrollToItem() will become public)
IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);
IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
//#endif
// Basic Accessors
inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
IMGUI_API ImGuiID GetHoveredID();
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed);
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);
IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Parameter stacks (shared)
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
IMGUI_API void BeginDisabledOverrideReenable();
IMGUI_API void EndDisabledOverrideReenable();
// Logging/Capture
IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);
// Popups, Modals, Tooltips
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsExceptModals();
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API bool BeginTooltipHidden();
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
// Menus
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
// Combos
IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
IMGUI_API bool BeginComboPreview();
IMGUI_API void EndComboPreview();
// Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavHighlightActivated(ImGuiID id);
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
IMGUI_API void NavRestoreHighlightAfterMove();
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id);
// Focus/Activation
// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
IMGUI_API void FocusItem(); // Focus last item (no selection/activation).
IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord);
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)
{
if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
return key;
}
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key);
inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); }
IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord);
inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
IMGUI_API void TeleportMousePos(const ImVec2& pos);
IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
// [EXPERIMENTAL] Low-Level: Key/Input Ownership
// - The idea is that instead of "eating" a given input, we can link to an owner id.
// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
// - Input ownership is automatically released on the frame after a key is released. Therefore:
// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
// - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
// - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
// Shortcut Testing & Routing
// - Set Shortcut() and SetNextItemShortcut() in imgui.h
// - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check)
// - When using one of the routing option:
// - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.)
// - Routes are requested given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).
// - Multiple read sites may use the same owner id can all access the granted route.
// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
// e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id);
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// Docking
// (some functions are only declared in imgui.cpp, see Docking section)
IMGUI_API void DockContextInitialize(ImGuiContext* ctx);
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
IMGUI_API void DockContextEndFrame(ImGuiContext* ctx);
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node);
IMGUI_API void DockNodeEndAmendTabBar();
inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; }
inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open);
IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window);
IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window);
IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
// Docking - Builder function needs to be generally called before the node is used/submitted.
// - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
// - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
// - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
// You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
// - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
// - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
// to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
// - Call DockBuilderFinish() after you are done.
IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
IMGUI_API void DockBuilderFinish(ImGuiID node_id);
// [EXPERIMENTAL] Focus Scope
// This is generally used to identify a unique input location (for e.g. a selection set)
// There is one per window (automatically set in Begin), but:
// - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
// So in order to identify a set multiple lists in same window may each need a focus scope.
// If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
// - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
// We don't use the ID Stack for this as it is common to want them separate.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
// Drag and Drop
IMGUI_API bool IsDragDropActive();
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
// Typing-Select API
IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags 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);
IMGUI_API void PushColumnsBackground();
IMGUI_API void PopColumnsBackground();
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
// Tables: Candidates for public API
IMGUI_API void TableOpenContextMenu(int column_n = -1);
IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
IMGUI_API float TableGetHeaderRowHeight();
IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
IMGUI_API void TablePushBackgroundChannel();
IMGUI_API void TablePopBackgroundChannel();
IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);
// Tables: Internals
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; }
IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);
IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);
IMGUI_API void TableBeginRow(ImGuiTable* table);
IMGUI_API void TableEndRow(ImGuiTable* table);
IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
IMGUI_API void TableEndCell(ImGuiTable* table);
IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n);
IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n);
IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0);
IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n);
IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
IMGUI_API void TableRemove(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
IMGUI_API void TableGcCompactSettings();
// Tables: Settings
IMGUI_API void TableLoadSettings(ImGuiTable* table);
IMGUI_API void TableSaveSettings(ImGuiTable* table);
IMGUI_API void TableResetSettings(ImGuiTable* table);
IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);
IMGUI_API void TableSettingsAddSettingsHandler();
IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
// Tab Bars
inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);
inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }
IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);
IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
// Render helpers
// 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.
// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
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 RenderTextClippedEx(ImDrawList* draw_list, 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 RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
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(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
// Widgets
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
// Widgets: Window Decorations
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
IMGUI_API void Scrollbar(ImGuiAxis axis);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
// Widgets low-level behaviors
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API void TreePushOverrideID(ImGuiID id);
IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
template<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);
// Data type helpers
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL);
IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
// InputText
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API void InputTextDeactivateHook(ImGuiID id);
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data);
// Color
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
// Plot
IMGUI_API int 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, const ImVec2& size_arg);
// Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out);
// Garbage collection
IMGUI_API void GcCompactTransientMiscBuffers();
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Log
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free
// Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));
IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));
IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end);
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
IMGUI_API void DebugLocateItemResolveWithLastItem();
IMGUI_API void DebugBreakClearData();
IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location);
IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location);
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table);
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state);
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
// Obsolete functions
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
//inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))'
//inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
//inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
} // namespace ImGui
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas internal API
//-----------------------------------------------------------------------------
// This structure is likely to evolve as we add support for incremental atlas updates
struct ImFontBuilderIO
{
bool (*FontBuilder_Build)(ImFontAtlas* atlas);
};
// Helper for font builder
#ifdef IMGUI_ENABLE_STB_TRUETYPE
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
#endif
IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
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);
//-----------------------------------------------------------------------------
// [SECTION] Test Engine specific hooks (imgui_test_engine)
//-----------------------------------------------------------------------------
#ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);
// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data);
#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#else
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/imgui_impl_sdlrenderer3.h | // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui, v1.90.8
// (headers)
// Help:
// - See links below.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
// For first-time users having issues compiling/linking/running/loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.8"
#define IMGUI_VERSION_NUM 19080
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers: Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
// Configuration file with compile-time options
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif // #ifdef IMGUI_USER_CONFIG
#include "imconfig.h" //-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE
// [SECTION] Header mess
//-----------------------------------------------------------------------------
// Includes
#include <stdint.h>
#include <stdbool.h>
#include <stdarg.h>
#include <stddef.h>
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// CIMGUI_API is used for core imgui functions, CIMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
#ifndef CIMGUI_API
#define CIMGUI_API
#endif // #ifndef CIMGUI_API
#ifndef CIMGUI_IMPL_API
#define CIMGUI_IMPL_API CIMGUI_API
#endif // #ifndef CIMGUI_IMPL_API
// Helper Macros
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif // #ifndef IM_ASSERT
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
#define CIMGUI_CHECKVERSION() ImGui_DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
#if !defined(IMGUI_USE_STB_SPRINTF)&& defined(__MINGW32__)&&!defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#else
#if !defined(IMGUI_USE_STB_SPRINTF)&&(defined(__clang__)|| defined(__GNUC__))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif // #if !defined(IMGUI_USE_STB_SPRINTF)&&(defined(__clang__)|| defined(__GNUC__))
#endif // #if !defined(IMGUI_USE_STB_SPRINTF)&& defined(__MINGW32__)&&!defined(__clang__)
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
#if defined(_MSC_VER)&&!defined(__clang__)&&!defined(__INTEL_COMPILER)&&!defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
#define IM_MSVC_RUNTIME_CHECKS_OFF
#define IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif // #if defined(_MSC_VER)&&!defined(__clang__)&&!defined(__INTEL_COMPILER)&&!defined(IMGUI_DEBUG_PARANOID)
// Warnings
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#endif // #ifdef _MSC_VER
#if defined(__clang__)
#pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif // #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#else
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif // #if defined(__GNUC__)
#endif // #if defined(__clang__)
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations and basic types
//-----------------------------------------------------------------------------
// Auto-generated forward declarations for C header
typedef struct ImVec2_t ImVec2;
typedef struct ImVec4_t ImVec4;
typedef struct ImVector_ImWchar_t ImVector_ImWchar;
typedef struct ImVector_ImGuiTextFilter_ImGuiTextRange_t ImVector_ImGuiTextFilter_ImGuiTextRange;
typedef struct ImVector_char_t ImVector_char;
typedef struct ImVector_ImGuiStorage_ImGuiStoragePair_t ImVector_ImGuiStorage_ImGuiStoragePair;
typedef struct ImVector_ImDrawCmd_t ImVector_ImDrawCmd;
typedef struct ImVector_ImDrawIdx_t ImVector_ImDrawIdx;
typedef struct ImVector_ImDrawChannel_t ImVector_ImDrawChannel;
typedef struct ImVector_ImDrawVert_t ImVector_ImDrawVert;
typedef struct ImVector_ImVec2_t ImVector_ImVec2;
typedef struct ImVector_ImVec4_t ImVector_ImVec4;
typedef struct ImVector_ImTextureID_t ImVector_ImTextureID;
typedef struct ImVector_ImDrawListPtr_t ImVector_ImDrawListPtr;
typedef struct ImVector_ImU32_t ImVector_ImU32;
typedef struct ImVector_ImFontPtr_t ImVector_ImFontPtr;
typedef struct ImVector_ImFontAtlasCustomRect_t ImVector_ImFontAtlasCustomRect;
typedef struct ImVector_ImFontConfig_t ImVector_ImFontConfig;
typedef struct ImVector_float_t ImVector_float;
typedef struct ImVector_ImFontGlyph_t ImVector_ImFontGlyph;
typedef struct ImVector_ImGuiPlatformMonitor_t ImVector_ImGuiPlatformMonitor;
typedef struct ImVector_ImGuiViewportPtr_t ImVector_ImGuiViewportPtr;
typedef struct ImGuiTextFilter_ImGuiTextRange_t ImGuiTextFilter_ImGuiTextRange;
typedef struct ImGuiStorage_ImGuiStoragePair_t ImGuiStorage_ImGuiStoragePair;
typedef struct ImDrawCmdHeader_t ImDrawCmdHeader;
typedef struct ImFontAtlasCustomRect_t ImFontAtlasCustomRect;
// Scalar data types
typedef unsigned int ImGuiID; // A unique ID used by widgets (typically the result of hashing a stack of string)
typedef signed char ImS8; // 8-bit signed integer
typedef unsigned char ImU8; // 8-bit unsigned integer
typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Forward declarations
typedef struct ImDrawChannel_t ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
typedef struct ImDrawCmd_t ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
typedef struct ImDrawData_t ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
typedef struct ImDrawList_t ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
typedef struct ImDrawListSharedData_t ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
typedef struct ImDrawListSplitter_t ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
typedef struct ImDrawVert_t ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
typedef struct ImFont_t ImFont; // Runtime data for a single font within a parent ImFontAtlas
typedef struct ImFontAtlas_t ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
typedef struct ImFontBuilderIO_t ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
typedef struct ImFontConfig_t ImFontConfig; // Configuration data when adding a font or merging fonts
typedef struct ImFontGlyph_t ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
typedef struct ImFontGlyphRangesBuilder_t ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
typedef struct ImColor_t ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
typedef struct ImGuiContext_t ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
typedef struct ImGuiIO_t ImGuiIO; // Main configuration and I/O between your application and ImGui
typedef struct ImGuiInputTextCallbackData_t ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
typedef struct ImGuiKeyData_t ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
typedef struct ImGuiListClipper_t ImGuiListClipper; // Helper to manually clip large list of items
typedef struct ImGuiPayload_t ImGuiPayload; // User data payload for drag and drop operations
typedef struct ImGuiPlatformIO_t ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
typedef struct ImGuiPlatformMonitor_t ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
typedef struct ImGuiPlatformImeData_t ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
typedef struct ImGuiSizeCallbackData_t ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
typedef struct ImGuiStorage_t ImGuiStorage; // Helper for key->value storage
typedef struct ImGuiStyle_t ImGuiStyle; // Runtime data for styling/colors
typedef struct ImGuiTableSortSpecs_t ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
typedef struct ImGuiTableColumnSortSpecs_t ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
typedef struct ImGuiTextBuffer_t ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
typedef struct ImGuiTextFilter_t ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
typedef struct ImGuiViewport_t ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
typedef struct ImGuiWindowClass_t ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
typedef int ImGuiDir; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
typedef int ImGuiKey; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
typedef int ImGuiMouseSource; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
typedef ImU8 ImGuiSortDirection; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
#ifndef ImTextureID
typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif // #ifndef ImTextureID
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif // #ifndef ImDrawIdx
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
#endif// ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
// Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
IM_MSVC_RUNTIME_CHECKS_OFF
typedef struct ImVec2_t
{
float x, y;
} ImVec2;
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
typedef struct ImVec4_t
{
float x, y, z, w;
} ImVec4;
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
//-----------------------------------------------------------------------------
// Context creation and access
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
CIMGUI_API ImGuiContext* ImGui_CreateContext(ImFontAtlas* shared_font_atlas /* = NULL */);
CIMGUI_API void ImGui_DestroyContext(ImGuiContext* ctx /* = NULL */); // NULL = destroy current context
CIMGUI_API ImGuiContext* ImGui_GetCurrentContext(void);
CIMGUI_API void ImGui_SetCurrentContext(ImGuiContext* ctx);
// Main
CIMGUI_API ImGuiIO* ImGui_GetIO(void); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
CIMGUI_API ImGuiStyle* ImGui_GetStyle(void); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
CIMGUI_API void ImGui_NewFrame(void); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
CIMGUI_API void ImGui_EndFrame(void); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
CIMGUI_API void ImGui_Render(void); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
CIMGUI_API ImDrawData* ImGui_GetDrawData(void); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
CIMGUI_API void ImGui_ShowDemoWindow(bool* p_open /* = NULL */); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
CIMGUI_API void ImGui_ShowMetricsWindow(bool* p_open /* = NULL */); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
CIMGUI_API void ImGui_ShowDebugLogWindow(bool* p_open /* = NULL */); // create Debug Log window. display a simplified log of important dear imgui events.
CIMGUI_API void ImGui_ShowIDStackToolWindow(void); // Implied p_open = NULL
CIMGUI_API void ImGui_ShowIDStackToolWindowEx(bool* p_open /* = NULL */); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
CIMGUI_API void ImGui_ShowAboutWindow(bool* p_open /* = NULL */); // create About window. display Dear ImGui version, credits and build/system information.
CIMGUI_API void ImGui_ShowStyleEditor(ImGuiStyle* ref /* = NULL */); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
CIMGUI_API bool ImGui_ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
CIMGUI_API void ImGui_ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
CIMGUI_API void ImGui_ShowUserGuide(void); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
CIMGUI_API const char* ImGui_GetVersion(void); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
CIMGUI_API void ImGui_StyleColorsDark(ImGuiStyle* dst /* = NULL */); // new, recommended style (default)
CIMGUI_API void ImGui_StyleColorsLight(ImGuiStyle* dst /* = NULL */); // best used with borders and a custom, thicker font
CIMGUI_API void ImGui_StyleColorsClassic(ImGuiStyle* dst /* = NULL */); // classic imgui style
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
// - Note that the bottom of window stack always contains a window called "Debug".
CIMGUI_API bool ImGui_Begin(const char* name, bool* p_open /* = NULL */, ImGuiWindowFlags flags /* = 0 */);
CIMGUI_API void ImGui_End(void);
// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
// Consider updating your old code:
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
// == 0.0f: use remaining parent window size for this axis.
// > 0.0f: use specified size for this axis.
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
CIMGUI_API bool ImGui_BeginChild(const char* str_id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiChildFlags child_flags /* = 0 */, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API bool ImGui_BeginChildID(ImGuiID id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiChildFlags child_flags /* = 0 */, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API void ImGui_EndChild(void);
// Windows Utilities
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
CIMGUI_API bool ImGui_IsWindowAppearing(void);
CIMGUI_API bool ImGui_IsWindowCollapsed(void);
CIMGUI_API bool ImGui_IsWindowFocused(ImGuiFocusedFlags flags /* = 0 */); // is current window focused? or its root/child, depending on flags. see flags for options.
CIMGUI_API bool ImGui_IsWindowHovered(ImGuiHoveredFlags flags /* = 0 */); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
CIMGUI_API ImDrawList* ImGui_GetWindowDrawList(void); // get draw list associated to the current window, to append your own drawing primitives
CIMGUI_API float ImGui_GetWindowDpiScale(void); // get DPI scale currently associated to the current window's viewport.
CIMGUI_API ImVec2 ImGui_GetWindowPos(void); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
CIMGUI_API ImVec2 ImGui_GetWindowSize(void); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
CIMGUI_API float ImGui_GetWindowWidth(void); // get current window width (shortcut for GetWindowSize().x)
CIMGUI_API float ImGui_GetWindowHeight(void); // get current window height (shortcut for GetWindowSize().y)
CIMGUI_API ImGuiViewport* ImGui_GetWindowViewport(void); // get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
CIMGUI_API void ImGui_SetNextWindowPos(ImVec2 pos, ImGuiCond cond /* = 0 */); // Implied pivot = ImVec2(0, 0)
CIMGUI_API void ImGui_SetNextWindowPosEx(ImVec2 pos, ImGuiCond cond /* = 0 */, ImVec2 pivot /* = ImVec2(0, 0) */); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
CIMGUI_API void ImGui_SetNextWindowSize(ImVec2 size, ImGuiCond cond /* = 0 */); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
CIMGUI_API void ImGui_SetNextWindowSizeConstraints(ImVec2 size_min, ImVec2 size_max, ImGuiSizeCallback custom_callback /* = NULL */, void* custom_callback_data /* = NULL */); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
CIMGUI_API void ImGui_SetNextWindowContentSize(ImVec2 size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
CIMGUI_API void ImGui_SetNextWindowCollapsed(bool collapsed, ImGuiCond cond /* = 0 */); // set next window collapsed state. call before Begin()
CIMGUI_API void ImGui_SetNextWindowFocus(void); // set next window to be focused / top-most. call before Begin()
CIMGUI_API void ImGui_SetNextWindowScroll(ImVec2 scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
CIMGUI_API void ImGui_SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
CIMGUI_API void ImGui_SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
CIMGUI_API void ImGui_SetWindowPos(ImVec2 pos, ImGuiCond cond /* = 0 */); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
CIMGUI_API void ImGui_SetWindowSize(ImVec2 size, ImGuiCond cond /* = 0 */); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
CIMGUI_API void ImGui_SetWindowCollapsed(bool collapsed, ImGuiCond cond /* = 0 */); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
CIMGUI_API void ImGui_SetWindowFocus(void); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
CIMGUI_API void ImGui_SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
CIMGUI_API void ImGui_SetWindowPosStr(const char* name, ImVec2 pos, ImGuiCond cond /* = 0 */); // set named window position.
CIMGUI_API void ImGui_SetWindowSizeStr(const char* name, ImVec2 size, ImGuiCond cond /* = 0 */); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
CIMGUI_API void ImGui_SetWindowCollapsedStr(const char* name, bool collapsed, ImGuiCond cond /* = 0 */); // set named window collapsed state
CIMGUI_API void ImGui_SetWindowFocusStr(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
CIMGUI_API ImVec2 ImGui_GetContentRegionAvail(void); // == GetContentRegionMax() - GetCursorPos()
CIMGUI_API ImVec2 ImGui_GetContentRegionMax(void); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
CIMGUI_API ImVec2 ImGui_GetWindowContentRegionMin(void); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
CIMGUI_API ImVec2 ImGui_GetWindowContentRegionMax(void); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
CIMGUI_API float ImGui_GetScrollX(void); // get scrolling amount [0 .. GetScrollMaxX()]
CIMGUI_API float ImGui_GetScrollY(void); // get scrolling amount [0 .. GetScrollMaxY()]
CIMGUI_API void ImGui_SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
CIMGUI_API void ImGui_SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
CIMGUI_API float ImGui_GetScrollMaxX(void); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
CIMGUI_API float ImGui_GetScrollMaxY(void); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
CIMGUI_API void ImGui_SetScrollHereX(float center_x_ratio /* = 0.5f */); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
CIMGUI_API void ImGui_SetScrollHereY(float center_y_ratio /* = 0.5f */); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
CIMGUI_API void ImGui_SetScrollFromPosX(float local_x, float center_x_ratio /* = 0.5f */); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
CIMGUI_API void ImGui_SetScrollFromPosY(float local_y, float center_y_ratio /* = 0.5f */); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
CIMGUI_API void ImGui_PushFont(ImFont* font); // use NULL as a shortcut to push default font
CIMGUI_API void ImGui_PopFont(void);
CIMGUI_API void ImGui_PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
CIMGUI_API void ImGui_PushStyleColorImVec4(ImGuiCol idx, ImVec4 col);
CIMGUI_API void ImGui_PopStyleColor(void); // Implied count = 1
CIMGUI_API void ImGui_PopStyleColorEx(int count /* = 1 */);
CIMGUI_API void ImGui_PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
CIMGUI_API void ImGui_PushStyleVarImVec2(ImGuiStyleVar idx, ImVec2 val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
CIMGUI_API void ImGui_PopStyleVar(void); // Implied count = 1
CIMGUI_API void ImGui_PopStyleVarEx(int count /* = 1 */);
CIMGUI_API void ImGui_PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
CIMGUI_API void ImGui_PopTabStop(void);
CIMGUI_API void ImGui_PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
CIMGUI_API void ImGui_PopButtonRepeat(void);
// Parameters stacks (current window)
CIMGUI_API void ImGui_PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
CIMGUI_API void ImGui_PopItemWidth(void);
CIMGUI_API void ImGui_SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
CIMGUI_API float ImGui_CalcItemWidth(void); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
CIMGUI_API void ImGui_PushTextWrapPos(float wrap_local_pos_x /* = 0.0f */); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
CIMGUI_API void ImGui_PopTextWrapPos(void);
// Style read access
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
CIMGUI_API ImFont* ImGui_GetFont(void); // get current font
CIMGUI_API float ImGui_GetFontSize(void); // get current font size (= height in pixels) of current font with current scale applied
CIMGUI_API ImVec2 ImGui_GetFontTexUvWhitePixel(void); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
CIMGUI_API ImU32 ImGui_GetColorU32(ImGuiCol idx); // Implied alpha_mul = 1.0f
CIMGUI_API ImU32 ImGui_GetColorU32Ex(ImGuiCol idx, float alpha_mul /* = 1.0f */); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API ImU32 ImGui_GetColorU32ImVec4(ImVec4 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API ImU32 ImGui_GetColorU32ImU32(ImU32 col); // Implied alpha_mul = 1.0f
CIMGUI_API ImU32 ImGui_GetColorU32ImU32Ex(ImU32 col, float alpha_mul /* = 1.0f */); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API const ImVec4* ImGui_GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
// Layout cursor positioning
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
// - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
CIMGUI_API ImVec2 ImGui_GetCursorScreenPos(void); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
CIMGUI_API void ImGui_SetCursorScreenPos(ImVec2 pos); // cursor position in absolute coordinates
CIMGUI_API ImVec2 ImGui_GetCursorPos(void); // [window-local] cursor position in window coordinates (relative to window position)
CIMGUI_API float ImGui_GetCursorPosX(void); // [window-local] "
CIMGUI_API float ImGui_GetCursorPosY(void); // [window-local] "
CIMGUI_API void ImGui_SetCursorPos(ImVec2 local_pos); // [window-local] "
CIMGUI_API void ImGui_SetCursorPosX(float local_x); // [window-local] "
CIMGUI_API void ImGui_SetCursorPosY(float local_y); // [window-local] "
CIMGUI_API ImVec2 ImGui_GetCursorStartPos(void); // [window-local] initial cursor position, in window coordinates
// Other layout functions
CIMGUI_API void ImGui_Separator(void); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
CIMGUI_API void ImGui_SameLine(void); // Implied offset_from_start_x = 0.0f, spacing = -1.0f
CIMGUI_API void ImGui_SameLineEx(float offset_from_start_x /* = 0.0f */, float spacing /* = -1.0f */); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
CIMGUI_API void ImGui_NewLine(void); // undo a SameLine() or force a new line when in a horizontal-layout context.
CIMGUI_API void ImGui_Spacing(void); // add vertical spacing.
CIMGUI_API void ImGui_Dummy(ImVec2 size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
CIMGUI_API void ImGui_Indent(void); // Implied indent_w = 0.0f
CIMGUI_API void ImGui_IndentEx(float indent_w /* = 0.0f */); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
CIMGUI_API void ImGui_Unindent(void); // Implied indent_w = 0.0f
CIMGUI_API void ImGui_UnindentEx(float indent_w /* = 0.0f */); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
CIMGUI_API void ImGui_BeginGroup(void); // lock horizontal starting position
CIMGUI_API void ImGui_EndGroup(void); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
CIMGUI_API void ImGui_AlignTextToFramePadding(void); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
CIMGUI_API float ImGui_GetTextLineHeight(void); // ~ FontSize
CIMGUI_API float ImGui_GetTextLineHeightWithSpacing(void); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
CIMGUI_API float ImGui_GetFrameHeight(void); // ~ FontSize + style.FramePadding.y * 2
CIMGUI_API float ImGui_GetFrameHeightWithSpacing(void); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
CIMGUI_API void ImGui_PushID(const char* str_id); // push string into the ID stack (will hash string).
CIMGUI_API void ImGui_PushIDStr(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
CIMGUI_API void ImGui_PushIDPtr(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
CIMGUI_API void ImGui_PushIDInt(int int_id); // push integer into the ID stack (will hash integer).
CIMGUI_API void ImGui_PopID(void); // pop from the ID stack.
CIMGUI_API ImGuiID ImGui_GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
CIMGUI_API ImGuiID ImGui_GetIDStr(const char* str_id_begin, const char* str_id_end);
CIMGUI_API ImGuiID ImGui_GetIDPtr(const void* ptr_id);
// Widgets: Text
CIMGUI_API void ImGui_TextUnformatted(const char* text); // Implied text_end = NULL
CIMGUI_API void ImGui_TextUnformattedEx(const char* text, const char* text_end /* = NULL */); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
CIMGUI_API void ImGui_Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
CIMGUI_API void ImGui_TextV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_TextColored(ImVec4 col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextColoredV(ImVec4 col, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API void ImGui_TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
CIMGUI_API void ImGui_TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
CIMGUI_API void ImGui_LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API void ImGui_BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
CIMGUI_API void ImGui_BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_SeparatorText(const char* label); // currently: formatted text with an horizontal line
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
CIMGUI_API bool ImGui_Button(const char* label); // Implied size = ImVec2(0, 0)
CIMGUI_API bool ImGui_ButtonEx(const char* label, ImVec2 size /* = ImVec2(0, 0) */); // button
CIMGUI_API bool ImGui_SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
CIMGUI_API bool ImGui_InvisibleButton(const char* str_id, ImVec2 size, ImGuiButtonFlags flags /* = 0 */); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
CIMGUI_API bool ImGui_ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
CIMGUI_API bool ImGui_Checkbox(const char* label, bool* v);
CIMGUI_API bool ImGui_CheckboxFlagsIntPtr(const char* label, int* flags, int flags_value);
CIMGUI_API bool ImGui_CheckboxFlagsUintPtr(const char* label, unsigned int* flags, unsigned int flags_value);
CIMGUI_API bool ImGui_RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
CIMGUI_API bool ImGui_RadioButtonIntPtr(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
CIMGUI_API void ImGui_ProgressBar(float fraction, ImVec2 size_arg /* = ImVec2(-FLT_MIN, 0) */, const char* overlay /* = NULL */);
CIMGUI_API void ImGui_Bullet(void); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
CIMGUI_API void ImGui_Image(ImTextureID user_texture_id, ImVec2 image_size); // Implied uv0 = ImVec2(0, 0), uv1 = ImVec2(1, 1), tint_col = ImVec4(1, 1, 1, 1), border_col = ImVec4(0, 0, 0, 0)
CIMGUI_API void ImGui_ImageEx(ImTextureID user_texture_id, ImVec2 image_size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */, ImVec4 border_col /* = ImVec4(0, 0, 0, 0) */);
CIMGUI_API bool ImGui_ImageButton(const char* str_id, ImTextureID user_texture_id, ImVec2 image_size); // Implied uv0 = ImVec2(0, 0), uv1 = ImVec2(1, 1), bg_col = ImVec4(0, 0, 0, 0), tint_col = ImVec4(1, 1, 1, 1)
CIMGUI_API bool ImGui_ImageButtonEx(const char* str_id, ImTextureID user_texture_id, ImVec2 image_size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, ImVec4 bg_col /* = ImVec4(0, 0, 0, 0) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */);
// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
CIMGUI_API bool ImGui_BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags /* = 0 */);
CIMGUI_API void ImGui_EndCombo(void); // only call EndCombo() if BeginCombo() returns true!
CIMGUI_API bool ImGui_ComboChar(const char* label, int* current_item, const char*const items[], int items_count); // Implied popup_max_height_in_items = -1
CIMGUI_API bool ImGui_ComboCharEx(const char* label, int* current_item, const char*const items[], int items_count, int popup_max_height_in_items /* = -1 */);
CIMGUI_API bool ImGui_Combo(const char* label, int* current_item, const char* items_separated_by_zeros); // Implied popup_max_height_in_items = -1
CIMGUI_API bool ImGui_ComboEx(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items /* = -1 */); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
CIMGUI_API bool ImGui_ComboCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count); // Implied popup_max_height_in_items = -1
CIMGUI_API bool ImGui_ComboCallbackEx(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items /* = -1 */);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
CIMGUI_API bool ImGui_DragFloat(const char* label, float* v); // Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
CIMGUI_API bool ImGui_DragFloatEx(const char* label, float* v, float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */); // If v_min >= v_max we have no bound
CIMGUI_API bool ImGui_DragFloat2(const char* label, float v[2]); // Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
CIMGUI_API bool ImGui_DragFloat2Ex(const char* label, float v[2], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloat3(const char* label, float v[3]); // Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
CIMGUI_API bool ImGui_DragFloat3Ex(const char* label, float v[3], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloat4(const char* label, float v[4]); // Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
CIMGUI_API bool ImGui_DragFloat4Ex(const char* label, float v[4], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloatRange2(const char* label, float* v_current_min, float* v_current_max); // Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", format_max = NULL, flags = 0
CIMGUI_API bool ImGui_DragFloatRange2Ex(const char* label, float* v_current_min, float* v_current_max, float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, const char* format_max /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt(const char* label, int* v); // Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
CIMGUI_API bool ImGui_DragIntEx(const char* label, int* v, float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */); // If v_min >= v_max we have no bound
CIMGUI_API bool ImGui_DragInt2(const char* label, int v[2]); // Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
CIMGUI_API bool ImGui_DragInt2Ex(const char* label, int v[2], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt3(const char* label, int v[3]); // Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
CIMGUI_API bool ImGui_DragInt3Ex(const char* label, int v[3], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt4(const char* label, int v[4]); // Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
CIMGUI_API bool ImGui_DragInt4Ex(const char* label, int v[4], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragIntRange2(const char* label, int* v_current_min, int* v_current_max); // Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", format_max = NULL, flags = 0
CIMGUI_API bool ImGui_DragIntRange2Ex(const char* label, int* v_current_min, int* v_current_max, float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, const char* format_max /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragScalar(const char* label, ImGuiDataType data_type, void* p_data); // Implied v_speed = 1.0f, p_min = NULL, p_max = NULL, format = NULL, flags = 0
CIMGUI_API bool ImGui_DragScalarEx(const char* label, ImGuiDataType data_type, void* p_data, float v_speed /* = 1.0f */, const void* p_min /* = NULL */, const void* p_max /* = NULL */, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components); // Implied v_speed = 1.0f, p_min = NULL, p_max = NULL, format = NULL, flags = 0
CIMGUI_API bool ImGui_DragScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed /* = 1.0f */, const void* p_min /* = NULL */, const void* p_max /* = NULL */, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
// Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
CIMGUI_API bool ImGui_SliderFloat(const char* label, float* v, float v_min, float v_max); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_SliderFloatEx(const char* label, float* v, float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
CIMGUI_API bool ImGui_SliderFloat2(const char* label, float v[2], float v_min, float v_max); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_SliderFloat2Ex(const char* label, float v[2], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderFloat3(const char* label, float v[3], float v_min, float v_max); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_SliderFloat3Ex(const char* label, float v[3], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderFloat4(const char* label, float v[4], float v_min, float v_max); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_SliderFloat4Ex(const char* label, float v[4], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderAngle(const char* label, float* v_rad); // Implied v_degrees_min = -360.0f, v_degrees_max = +360.0f, format = "%.0f deg", flags = 0
CIMGUI_API bool ImGui_SliderAngleEx(const char* label, float* v_rad, float v_degrees_min /* = -360.0f */, float v_degrees_max /* = +360.0f */, const char* format /* = "%.0f deg" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt(const char* label, int* v, int v_min, int v_max); // Implied format = "%d", flags = 0
CIMGUI_API bool ImGui_SliderIntEx(const char* label, int* v, int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt2(const char* label, int v[2], int v_min, int v_max); // Implied format = "%d", flags = 0
CIMGUI_API bool ImGui_SliderInt2Ex(const char* label, int v[2], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt3(const char* label, int v[3], int v_min, int v_max); // Implied format = "%d", flags = 0
CIMGUI_API bool ImGui_SliderInt3Ex(const char* label, int v[3], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt4(const char* label, int v[4], int v_min, int v_max); // Implied format = "%d", flags = 0
CIMGUI_API bool ImGui_SliderInt4Ex(const char* label, int v[4], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // Implied format = NULL, flags = 0
CIMGUI_API bool ImGui_SliderScalarEx(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max); // Implied format = NULL, flags = 0
CIMGUI_API bool ImGui_SliderScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderFloat(const char* label, ImVec2 size, float* v, float v_min, float v_max); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_VSliderFloatEx(const char* label, ImVec2 size, float* v, float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderInt(const char* label, ImVec2 size, int* v, int v_min, int v_max); // Implied format = "%d", flags = 0
CIMGUI_API bool ImGui_VSliderIntEx(const char* label, ImVec2 size, int* v, int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderScalar(const char* label, ImVec2 size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // Implied format = NULL, flags = 0
CIMGUI_API bool ImGui_VSliderScalarEx(const char* label, ImVec2 size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
// Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
CIMGUI_API bool ImGui_InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */); // Implied callback = NULL, user_data = NULL
CIMGUI_API bool ImGui_InputTextEx(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputTextMultiline(const char* label, char* buf, size_t buf_size); // Implied size = ImVec2(0, 0), flags = 0, callback = NULL, user_data = NULL
CIMGUI_API bool ImGui_InputTextMultilineEx(const char* label, char* buf, size_t buf_size, ImVec2 size /* = ImVec2(0, 0) */, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */); // Implied callback = NULL, user_data = NULL
CIMGUI_API bool ImGui_InputTextWithHintEx(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputFloat(const char* label, float* v); // Implied step = 0.0f, step_fast = 0.0f, format = "%.3f", flags = 0
CIMGUI_API bool ImGui_InputFloatEx(const char* label, float* v, float step /* = 0.0f */, float step_fast /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat2(const char* label, float v[2]); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_InputFloat2Ex(const char* label, float v[2], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat3(const char* label, float v[3]); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_InputFloat3Ex(const char* label, float v[3], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat4(const char* label, float v[4]); // Implied format = "%.3f", flags = 0
CIMGUI_API bool ImGui_InputFloat4Ex(const char* label, float v[4], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt(const char* label, int* v); // Implied step = 1, step_fast = 100, flags = 0
CIMGUI_API bool ImGui_InputIntEx(const char* label, int* v, int step /* = 1 */, int step_fast /* = 100 */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputDouble(const char* label, double* v); // Implied step = 0.0, step_fast = 0.0, format = "%.6f", flags = 0
CIMGUI_API bool ImGui_InputDoubleEx(const char* label, double* v, double step /* = 0.0 */, double step_fast /* = 0.0 */, const char* format /* = "%.6f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputScalar(const char* label, ImGuiDataType data_type, void* p_data); // Implied p_step = NULL, p_step_fast = NULL, format = NULL, flags = 0
CIMGUI_API bool ImGui_InputScalarEx(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step /* = NULL */, const void* p_step_fast /* = NULL */, const char* format /* = NULL */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components); // Implied p_step = NULL, p_step_fast = NULL, format = NULL, flags = 0
CIMGUI_API bool ImGui_InputScalarNEx(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step /* = NULL */, const void* p_step_fast /* = NULL */, const char* format /* = NULL */, ImGuiInputTextFlags flags /* = 0 */);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
CIMGUI_API bool ImGui_ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags /* = 0 */, const float* ref_col /* = NULL */);
CIMGUI_API bool ImGui_ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags /* = 0 */); // Implied size = ImVec2(0, 0)
CIMGUI_API bool ImGui_ColorButtonEx(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */); // display a color square/button, hover for details, return true when pressed.
CIMGUI_API void ImGui_SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
CIMGUI_API bool ImGui_TreeNode(const char* label);
CIMGUI_API bool ImGui_TreeNodeStr(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
CIMGUI_API bool ImGui_TreeNodePtr(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
CIMGUI_API bool ImGui_TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API bool ImGui_TreeNodeVPtr(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API bool ImGui_TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags /* = 0 */);
CIMGUI_API bool ImGui_TreeNodeExStr(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
CIMGUI_API bool ImGui_TreeNodeExPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
CIMGUI_API bool ImGui_TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
CIMGUI_API bool ImGui_TreeNodeExVPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
CIMGUI_API void ImGui_TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
CIMGUI_API void ImGui_TreePushPtr(const void* ptr_id); // "
CIMGUI_API void ImGui_TreePop(void); // ~ Unindent()+PopID()
CIMGUI_API float ImGui_GetTreeNodeToLabelSpacing(void); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
CIMGUI_API bool ImGui_CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags /* = 0 */); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
CIMGUI_API bool ImGui_CollapsingHeaderBoolPtr(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags /* = 0 */); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
CIMGUI_API void ImGui_SetNextItemOpen(bool is_open, ImGuiCond cond /* = 0 */); // set next TreeNode/CollapsingHeader open state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
CIMGUI_API bool ImGui_Selectable(const char* label); // Implied selected = false, flags = 0, size = ImVec2(0, 0)
CIMGUI_API bool ImGui_SelectableEx(const char* label, bool selected /* = false */, ImGuiSelectableFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
CIMGUI_API bool ImGui_SelectableBoolPtr(const char* label, bool* p_selected, ImGuiSelectableFlags flags /* = 0 */); // Implied size = ImVec2(0, 0)
CIMGUI_API bool ImGui_SelectableBoolPtrEx(const char* label, bool* p_selected, ImGuiSelectableFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
CIMGUI_API bool ImGui_BeginListBox(const char* label, ImVec2 size /* = ImVec2(0, 0) */); // open a framed scrolling region
CIMGUI_API void ImGui_EndListBox(void); // only call EndListBox() if BeginListBox() returned true!
CIMGUI_API bool ImGui_ListBox(const char* label, int* current_item, const char*const items[], int items_count, int height_in_items /* = -1 */);
CIMGUI_API bool ImGui_ListBoxCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count); // Implied height_in_items = -1
CIMGUI_API bool ImGui_ListBoxCallbackEx(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items /* = -1 */);
// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
CIMGUI_API void ImGui_PlotLines(const char* label, const float* values, int values_count); // Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0), stride = sizeof(float)
CIMGUI_API void ImGui_PlotLinesEx(const char* label, const float* values, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */, int stride /* = sizeof(float) */);
CIMGUI_API void ImGui_PlotLinesCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count); // Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0)
CIMGUI_API void ImGui_PlotLinesCallbackEx(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */);
CIMGUI_API void ImGui_PlotHistogram(const char* label, const float* values, int values_count); // Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0), stride = sizeof(float)
CIMGUI_API void ImGui_PlotHistogramEx(const char* label, const float* values, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */, int stride /* = sizeof(float) */);
CIMGUI_API void ImGui_PlotHistogramCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count); // Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0)
CIMGUI_API void ImGui_PlotHistogramCallbackEx(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */);
// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
CIMGUI_API bool ImGui_BeginMenuBar(void); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
CIMGUI_API void ImGui_EndMenuBar(void); // only call EndMenuBar() if BeginMenuBar() returns true!
CIMGUI_API bool ImGui_BeginMainMenuBar(void); // create and append to a full screen menu-bar.
CIMGUI_API void ImGui_EndMainMenuBar(void); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
CIMGUI_API bool ImGui_BeginMenu(const char* label); // Implied enabled = true
CIMGUI_API bool ImGui_BeginMenuEx(const char* label, bool enabled /* = true */); // create a sub-menu entry. only call EndMenu() if this returns true!
CIMGUI_API void ImGui_EndMenu(void); // only call EndMenu() if BeginMenu() returns true!
CIMGUI_API bool ImGui_MenuItem(const char* label); // Implied shortcut = NULL, selected = false, enabled = true
CIMGUI_API bool ImGui_MenuItemEx(const char* label, const char* shortcut /* = NULL */, bool selected /* = false */, bool enabled /* = true */); // return true when activated.
CIMGUI_API bool ImGui_MenuItemBoolPtr(const char* label, const char* shortcut, bool* p_selected, bool enabled /* = true */); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
// - Tooltips are windows following the mouse. They do not take focus away.
// - A tooltip window can contain items of any types.
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
CIMGUI_API bool ImGui_BeginTooltip(void); // begin/append a tooltip window.
CIMGUI_API void ImGui_EndTooltip(void); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
CIMGUI_API void ImGui_SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Tooltips: helpers for showing a tooltip when hovering an item
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
CIMGUI_API bool ImGui_BeginItemTooltip(void); // begin/append a tooltip window if preceding item was hovered.
CIMGUI_API void ImGui_SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
// This is sometimes leading to confusing mistakes. May rework this in the future.
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
CIMGUI_API bool ImGui_BeginPopup(const char* str_id, ImGuiWindowFlags flags /* = 0 */); // return true if the popup is open, and you can start outputting to it.
CIMGUI_API bool ImGui_BeginPopupModal(const char* name, bool* p_open /* = NULL */, ImGuiWindowFlags flags /* = 0 */); // return true if the modal is open, and you can start outputting to it.
CIMGUI_API void ImGui_EndPopup(void); // only call EndPopup() if BeginPopupXXX() returns true!
// Popups: open/close functions
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
CIMGUI_API void ImGui_OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags /* = 0 */); // call to mark popup as open (don't call every frame!).
CIMGUI_API void ImGui_OpenPopupID(ImGuiID id, ImGuiPopupFlags popup_flags /* = 0 */); // id overload to facilitate calling from nested stacks
CIMGUI_API void ImGui_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)
CIMGUI_API void ImGui_CloseCurrentPopup(void); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
CIMGUI_API bool ImGui_BeginPopupContextItem(void); // Implied str_id = NULL, popup_flags = 1
CIMGUI_API bool ImGui_BeginPopupContextItemEx(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. 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!
CIMGUI_API bool ImGui_BeginPopupContextWindow(void); // Implied str_id = NULL, popup_flags = 1
CIMGUI_API bool ImGui_BeginPopupContextWindowEx(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */); // open+begin popup when clicked on current window.
CIMGUI_API bool ImGui_BeginPopupContextVoid(void); // Implied str_id = NULL, popup_flags = 1
CIMGUI_API bool ImGui_BeginPopupContextVoidEx(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */); // open+begin popup when clicked in void (where there are no windows).
// 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.
CIMGUI_API bool ImGui_IsPopupOpen(const char* str_id, ImGuiPopupFlags flags /* = 0 */); // return true if the popup is open.
// Tables
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
// - Summary of possible call flow:
// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// - 5. Call EndTable()
CIMGUI_API bool ImGui_BeginTable(const char* str_id, int column, ImGuiTableFlags flags /* = 0 */); // Implied outer_size = ImVec2(0.0f, 0.0f), inner_width = 0.0f
CIMGUI_API bool ImGui_BeginTableEx(const char* str_id, int column, ImGuiTableFlags flags /* = 0 */, ImVec2 outer_size /* = ImVec2(0.0f, 0.0f) */, float inner_width /* = 0.0f */);
CIMGUI_API void ImGui_EndTable(void); // only call EndTable() if BeginTable() returns true!
CIMGUI_API void ImGui_TableNextRow(void); // Implied row_flags = 0, min_row_height = 0.0f
CIMGUI_API void ImGui_TableNextRowEx(ImGuiTableRowFlags row_flags /* = 0 */, float min_row_height /* = 0.0f */); // append into the first cell of a new row.
CIMGUI_API bool ImGui_TableNextColumn(void); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
CIMGUI_API bool ImGui_TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu.
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
CIMGUI_API void ImGui_TableSetupColumn(const char* label, ImGuiTableColumnFlags flags /* = 0 */); // Implied init_width_or_weight = 0.0f, user_id = 0
CIMGUI_API void ImGui_TableSetupColumnEx(const char* label, ImGuiTableColumnFlags flags /* = 0 */, float init_width_or_weight /* = 0.0f */, ImGuiID user_id /* = 0 */);
CIMGUI_API void ImGui_TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
CIMGUI_API void ImGui_TableHeader(const char* label); // submit one header cell manually (rarely used)
CIMGUI_API void ImGui_TableHeadersRow(void); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
CIMGUI_API void ImGui_TableAngledHeadersRow(void); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
CIMGUI_API ImGuiTableSortSpecs* ImGui_TableGetSortSpecs(void); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
CIMGUI_API int ImGui_TableGetColumnCount(void); // return number of columns (value passed to BeginTable)
CIMGUI_API int ImGui_TableGetColumnIndex(void); // return current column index.
CIMGUI_API int ImGui_TableGetRowIndex(void); // return current row index.
CIMGUI_API const char* ImGui_TableGetColumnName(int column_n /* = -1 */); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
CIMGUI_API ImGuiTableColumnFlags ImGui_TableGetColumnFlags(int column_n /* = -1 */); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
CIMGUI_API void ImGui_TableSetColumnEnabled(int column_n, bool v); // change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
CIMGUI_API void ImGui_TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n /* = -1 */); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
CIMGUI_API void ImGui_Columns(void); // Implied count = 1, id = NULL, border = true
CIMGUI_API void ImGui_ColumnsEx(int count /* = 1 */, const char* id /* = NULL */, bool border /* = true */);
CIMGUI_API void ImGui_NextColumn(void); // next column, defaults to current row or next row if the current row is finished
CIMGUI_API int ImGui_GetColumnIndex(void); // get current column index
CIMGUI_API float ImGui_GetColumnWidth(int column_index /* = -1 */); // get column width (in pixels). pass -1 to use current column
CIMGUI_API void ImGui_SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
CIMGUI_API float ImGui_GetColumnOffset(int column_index /* = -1 */); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
CIMGUI_API void ImGui_SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
CIMGUI_API int ImGui_GetColumnsCount(void);
// Tab Bars, Tabs
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
CIMGUI_API bool ImGui_BeginTabBar(const char* str_id, ImGuiTabBarFlags flags /* = 0 */); // create and append into a TabBar
CIMGUI_API void ImGui_EndTabBar(void); // only call EndTabBar() if BeginTabBar() returns true!
CIMGUI_API bool ImGui_BeginTabItem(const char* label, bool* p_open /* = NULL */, ImGuiTabItemFlags flags /* = 0 */); // create a Tab. Returns true if the Tab is selected.
CIMGUI_API void ImGui_EndTabItem(void); // only call EndTabItem() if BeginTabItem() returns true!
CIMGUI_API bool ImGui_TabItemButton(const char* label, ImGuiTabItemFlags flags /* = 0 */); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
CIMGUI_API void ImGui_SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// About dockspaces:
// - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
CIMGUI_API ImGuiID ImGui_DockSpace(ImGuiID dockspace_id); // Implied size = ImVec2(0, 0), flags = 0, window_class = NULL
CIMGUI_API ImGuiID ImGui_DockSpaceEx(ImGuiID dockspace_id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiDockNodeFlags flags /* = 0 */, const ImGuiWindowClass* window_class /* = NULL */);
CIMGUI_API ImGuiID ImGui_DockSpaceOverViewport(void); // Implied dockspace_id = 0, viewport = NULL, flags = 0, window_class = NULL
CIMGUI_API ImGuiID ImGui_DockSpaceOverViewportEx(ImGuiID dockspace_id /* = 0 */, const ImGuiViewport* viewport /* = NULL */, ImGuiDockNodeFlags flags /* = 0 */, const ImGuiWindowClass* window_class /* = NULL */);
CIMGUI_API void ImGui_SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond /* = 0 */); // set next window dock id
CIMGUI_API void ImGui_SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
CIMGUI_API ImGuiID ImGui_GetWindowDockID(void);
CIMGUI_API bool ImGui_IsWindowDocked(void); // is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
CIMGUI_API void ImGui_LogToTTY(int auto_open_depth /* = -1 */); // start logging to tty (stdout)
CIMGUI_API void ImGui_LogToFile(int auto_open_depth /* = -1 */, const char* filename /* = NULL */); // start logging to file
CIMGUI_API void ImGui_LogToClipboard(int auto_open_depth /* = -1 */); // start logging to OS clipboard
CIMGUI_API void ImGui_LogFinish(void); // stop logging (close file, etc.)
CIMGUI_API void ImGui_LogButtons(void); // helper to display buttons for logging to tty/file/clipboard
CIMGUI_API void ImGui_LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
CIMGUI_API void ImGui_LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Drag and Drop
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
CIMGUI_API bool ImGui_BeginDragDropSource(ImGuiDragDropFlags flags /* = 0 */); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
CIMGUI_API bool ImGui_SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond /* = 0 */); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
CIMGUI_API void ImGui_EndDragDropSource(void); // only call EndDragDropSource() if BeginDragDropSource() returns true!
CIMGUI_API bool ImGui_BeginDragDropTarget(void); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
CIMGUI_API const ImGuiPayload* ImGui_AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags /* = 0 */); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
CIMGUI_API void ImGui_EndDragDropTarget(void); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
CIMGUI_API const ImGuiPayload* ImGui_GetDragDropPayload(void); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
CIMGUI_API void ImGui_BeginDisabled(bool disabled /* = true */);
CIMGUI_API void ImGui_EndDisabled(void);
// Clipping
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
CIMGUI_API void ImGui_PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect);
CIMGUI_API void ImGui_PopClipRect(void);
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
CIMGUI_API void ImGui_SetItemDefaultFocus(void); // make last item the default focused item of a window.
CIMGUI_API void ImGui_SetKeyboardFocusHere(void); // Implied offset = 0
CIMGUI_API void ImGui_SetKeyboardFocusHereEx(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.
// Overlapping mode
CIMGUI_API void ImGui_SetNextItemAllowOverlap(void); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
// 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.
CIMGUI_API bool ImGui_IsItemHovered(ImGuiHoveredFlags flags /* = 0 */); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
CIMGUI_API bool ImGui_IsItemActive(void); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
CIMGUI_API bool ImGui_IsItemFocused(void); // is the last item focused for keyboard/gamepad navigation?
CIMGUI_API bool ImGui_IsItemClicked(void); // Implied mouse_button = 0
CIMGUI_API bool ImGui_IsItemClickedEx(ImGuiMouseButton mouse_button /* = 0 */); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
CIMGUI_API bool ImGui_IsItemVisible(void); // is the last item visible? (items may be out of sight because of clipping/scrolling)
CIMGUI_API bool ImGui_IsItemEdited(void); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
CIMGUI_API bool ImGui_IsItemActivated(void); // was the last item just made active (item was previously inactive).
CIMGUI_API bool ImGui_IsItemDeactivated(void); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
CIMGUI_API bool ImGui_IsItemDeactivatedAfterEdit(void); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
CIMGUI_API bool ImGui_IsItemToggledOpen(void); // was the last item open state toggled? set by TreeNode().
CIMGUI_API bool ImGui_IsAnyItemHovered(void); // is any item hovered?
CIMGUI_API bool ImGui_IsAnyItemActive(void); // is any item active?
CIMGUI_API bool ImGui_IsAnyItemFocused(void); // is any item focused?
CIMGUI_API ImGuiID ImGui_GetItemID(void); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
CIMGUI_API ImVec2 ImGui_GetItemRectMin(void); // get upper-left bounding rectangle of the last item (screen space)
CIMGUI_API ImVec2 ImGui_GetItemRectMax(void); // get lower-right bounding rectangle of the last item (screen space)
CIMGUI_API ImVec2 ImGui_GetItemRectSize(void); // get size of last item
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
CIMGUI_API ImGuiViewport* ImGui_GetMainViewport(void); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
CIMGUI_API ImDrawList* ImGui_GetBackgroundDrawList(void); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
CIMGUI_API ImDrawList* ImGui_GetForegroundDrawList(void); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
CIMGUI_API ImDrawList* ImGui_GetBackgroundDrawListImGuiViewportPtr(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
CIMGUI_API ImDrawList* ImGui_GetForegroundDrawListImGuiViewportPtr(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
CIMGUI_API bool ImGui_IsRectVisibleBySize(ImVec2 size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
CIMGUI_API bool ImGui_IsRectVisible(ImVec2 rect_min, ImVec2 rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
CIMGUI_API double ImGui_GetTime(void); // get global imgui time. incremented by io.DeltaTime every frame.
CIMGUI_API int ImGui_GetFrameCount(void); // get global imgui frame count. incremented by 1 every frame.
CIMGUI_API ImDrawListSharedData* ImGui_GetDrawListSharedData(void); // you may use this when creating your own ImDrawList instances.
CIMGUI_API const char* ImGui_GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
CIMGUI_API void ImGui_SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
CIMGUI_API ImGuiStorage* ImGui_GetStateStorage(void);
// Text Utilities
CIMGUI_API ImVec2 ImGui_CalcTextSize(const char* text); // Implied text_end = NULL, hide_text_after_double_hash = false, wrap_width = -1.0f
CIMGUI_API ImVec2 ImGui_CalcTextSizeEx(const char* text, const char* text_end /* = NULL */, bool hide_text_after_double_hash /* = false */, float wrap_width /* = -1.0f */);
// Color Utilities
CIMGUI_API ImVec4 ImGui_ColorConvertU32ToFloat4(ImU32 in);
CIMGUI_API ImU32 ImGui_ColorConvertFloat4ToU32(ImVec4 in);
CIMGUI_API void ImGui_ColorConvertRGBtoHSV(float r, float g, float b, float* out_h, float* out_s, float* out_v);
CIMGUI_API void ImGui_ColorConvertHSVtoRGB(float h, float s, float v, float* out_r, float* out_g, float* out_b);
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
CIMGUI_API bool ImGui_IsKeyDown(ImGuiKey key); // is key being held.
CIMGUI_API bool ImGui_IsKeyPressed(ImGuiKey key); // Implied repeat = true
CIMGUI_API bool ImGui_IsKeyPressedEx(ImGuiKey key, bool repeat /* = true */); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
CIMGUI_API bool ImGui_IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
CIMGUI_API bool ImGui_IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
CIMGUI_API int ImGui_GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
CIMGUI_API const char* ImGui_GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
CIMGUI_API void ImGui_SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
CIMGUI_API bool ImGui_Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags /* = 0 */);
CIMGUI_API void ImGui_SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags /* = 0 */);
// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
CIMGUI_API bool ImGui_IsMouseDown(ImGuiMouseButton button); // is mouse button held?
CIMGUI_API bool ImGui_IsMouseClicked(ImGuiMouseButton button); // Implied repeat = false
CIMGUI_API bool ImGui_IsMouseClickedEx(ImGuiMouseButton button, bool repeat /* = false */); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
CIMGUI_API bool ImGui_IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
CIMGUI_API bool ImGui_IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
CIMGUI_API int ImGui_GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
CIMGUI_API bool ImGui_IsMouseHoveringRect(ImVec2 r_min, ImVec2 r_max); // Implied clip = true
CIMGUI_API bool ImGui_IsMouseHoveringRectEx(ImVec2 r_min, ImVec2 r_max, bool clip /* = true */); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
CIMGUI_API bool ImGui_IsMousePosValid(const ImVec2* mouse_pos /* = NULL */); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
CIMGUI_API bool ImGui_IsAnyMouseDown(void); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
CIMGUI_API ImVec2 ImGui_GetMousePos(void); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
CIMGUI_API ImVec2 ImGui_GetMousePosOnOpeningCurrentPopup(void); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
CIMGUI_API bool ImGui_IsMouseDragging(ImGuiMouseButton button, float lock_threshold /* = -1.0f */); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
CIMGUI_API ImVec2 ImGui_GetMouseDragDelta(ImGuiMouseButton button /* = 0 */, float lock_threshold /* = -1.0f */); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
CIMGUI_API void ImGui_ResetMouseDragDelta(void); // Implied button = 0
CIMGUI_API void ImGui_ResetMouseDragDeltaEx(ImGuiMouseButton button /* = 0 */); //
CIMGUI_API ImGuiMouseCursor ImGui_GetMouseCursor(void); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
CIMGUI_API void ImGui_SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
CIMGUI_API void ImGui_SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
CIMGUI_API const char* ImGui_GetClipboardText(void);
CIMGUI_API void ImGui_SetClipboardText(const char* text);
// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
CIMGUI_API void ImGui_LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
CIMGUI_API void ImGui_LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size /* = 0 */); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
CIMGUI_API void ImGui_SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
CIMGUI_API const char* ImGui_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
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
CIMGUI_API void ImGui_DebugTextEncoding(const char* text);
CIMGUI_API void ImGui_DebugFlashStyleColor(ImGuiCol idx);
CIMGUI_API void ImGui_DebugStartItemPicker(void);
CIMGUI_API bool ImGui_DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
CIMGUI_API void ImGui_SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data /* = NULL */);
CIMGUI_API void ImGui_GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
CIMGUI_API void* ImGui_MemAlloc(size_t size);
CIMGUI_API void ImGui_MemFree(void* ptr);
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
CIMGUI_API ImGuiPlatformIO* ImGui_GetPlatformIO(void); // platform/renderer functions, for backend to setup + viewports list.
CIMGUI_API void ImGui_UpdatePlatformWindows(void); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
CIMGUI_API void ImGui_RenderPlatformWindowsDefault(void); // Implied platform_render_arg = NULL, renderer_render_arg = NULL
CIMGUI_API void ImGui_RenderPlatformWindowsDefaultEx(void* platform_render_arg /* = NULL */, void* renderer_render_arg /* = NULL */); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
CIMGUI_API void ImGui_DestroyPlatformWindows(void); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
CIMGUI_API ImGuiViewport* ImGui_FindViewportByID(ImGuiID id); // this is a helper for backends.
CIMGUI_API ImGuiViewport* ImGui_FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
//-----------------------------------------------------------------------------
// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
typedef enum
{
ImGuiWindowFlags_None = 0,
ImGuiWindowFlags_NoTitleBar = 1<<0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1<<1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1<<2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1<<3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse = 1<<4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1<<5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize = 1<<6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1<<7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1<<8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoMouseInputs = 1<<9, // Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar = 1<<10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar = 1<<11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing = 1<<12, // Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus = 1<<13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar = 1<<14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1<<15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_NoNavInputs = 1<<16, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus = 1<<17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument = 1<<18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1<<19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_NavFlattened = 1<<23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow = 1<<24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1<<25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1<<26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1<<27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1<<28, // Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_DockNodeHost = 1<<29, // Don't use! For internal use by Begin()/NewFrame()
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_AlwaysUseWindowPadding = 1<<30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiWindowFlags_;
// Flags for ImGui::BeginChild()
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
// About using AutoResizeX/AutoResizeY flags:
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
typedef enum
{
ImGuiChildFlags_None = 0,
ImGuiChildFlags_Border = 1<<0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
ImGuiChildFlags_AlwaysUseWindowPadding = 1<<1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
ImGuiChildFlags_ResizeX = 1<<2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
ImGuiChildFlags_ResizeY = 1<<3, // Allow resize from bottom border (layout direction). "
ImGuiChildFlags_AutoResizeX = 1<<4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AutoResizeY = 1<<5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1<<6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1<<7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
} ImGuiChildFlags_;
// Flags for ImGui::InputText()
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
typedef enum
{
// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1<<0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1<<1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_CharsScientific = 1<<2, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CharsUppercase = 1<<3, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1<<4, // Filter out spaces, tabs
// Inputs
ImGuiInputTextFlags_AllowTabInput = 1<<5, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_EnterReturnsTrue = 1<<6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_EscapeClearsAll = 1<<7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
ImGuiInputTextFlags_CtrlEnterForNewLine = 1<<8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
// Other options
ImGuiInputTextFlags_ReadOnly = 1<<9, // Read-only mode
ImGuiInputTextFlags_Password = 1<<10, // Password mode, display all characters as '*', disable copy
ImGuiInputTextFlags_AlwaysOverwrite = 1<<11, // Overwrite mode
ImGuiInputTextFlags_AutoSelectAll = 1<<12, // Select entire text when first taking mouse focus
ImGuiInputTextFlags_ParseEmptyRefVal = 1<<13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
ImGuiInputTextFlags_DisplayEmptyRefVal = 1<<14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
ImGuiInputTextFlags_NoHorizontalScroll = 1<<15, // Disable following the cursor horizontally
ImGuiInputTextFlags_NoUndoRedo = 1<<16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
// Callback features
ImGuiInputTextFlags_CallbackCompletion = 1<<17, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1<<18, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1<<19, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1<<20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
ImGuiInputTextFlags_CallbackResize = 1<<21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1<<22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
} ImGuiInputTextFlags_;
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
typedef enum
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1<<0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1<<1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowOverlap = 1<<2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1<<3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1<<4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1<<5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1<<6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow = 1<<7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_Leaf = 1<<8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1<<9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding = 1<<10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
ImGuiTreeNodeFlags_SpanAvailWidth = 1<<11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth = 1<<12, // Extend hit box to the left-most and right-most edges (cover the indent area).
ImGuiTreeNodeFlags_SpanTextWidth = 1<<13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_SpanAllColumns = 1<<14, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1<<15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiTreeNodeFlags_;
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
typedef enum
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoReopen = 1<<5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
ImGuiPopupFlags_NoOpenOverExistingPopup = 1<<7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1<<8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1<<10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1<<11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
} ImGuiPopupFlags_;
// Flags for ImGui::Selectable()
typedef enum
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1<<0, // Clicking this doesn't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1<<1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1<<2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1<<3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1<<4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiSelectableFlags_;
// Flags for ImGui::BeginCombo()
typedef enum
{
ImGuiComboFlags_None = 0,
ImGuiComboFlags_PopupAlignLeft = 1<<0, // Align the popup toward the left by default
ImGuiComboFlags_HeightSmall = 1<<1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular = 1<<2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1<<3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1<<4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1<<5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1<<6, // Display only a square arrow button
ImGuiComboFlags_WidthFitPreview = 1<<7, // Width dynamically calculated from preview contents
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
} ImGuiComboFlags_;
// Flags for ImGui::BeginTabBar()
typedef enum
{
ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable = 1<<0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs = 1<<1, // Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton = 1<<2, // Disable buttons to open the tab list popup
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1<<3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons = 1<<4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1<<5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1<<6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1<<7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
} ImGuiTabBarFlags_;
// Flags for ImGui::BeginTabItem()
typedef enum
{
ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument = 1<<0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
ImGuiTabItemFlags_SetSelected = 1<<1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1<<2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1<<3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1<<4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1<<5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading = 1<<6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing = 1<<7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
ImGuiTabItemFlags_NoAssumedClosure = 1<<8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
} ImGuiTabItemFlags_;
// Flags for ImGui::IsWindowFocused()
typedef enum
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1<<0, // Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1<<1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1<<2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1<<3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy = 1<<4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
} ImGuiFocusedFlags_;
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
typedef enum
{
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows = 1<<0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow = 1<<1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1<<2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy = 1<<3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy = 1<<4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1<<5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1<<7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1<<8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1<<9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
ImGuiHoveredFlags_AllowWhenDisabled = 1<<10, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1<<11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
// Tooltips mode
// - typically used in IsItemHovered() + SetTooltip() sequence.
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
ImGuiHoveredFlags_ForTooltip = 1<<12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
// (Advanced) Mouse Hovering delays.
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
// - use those if you need specific overrides.
ImGuiHoveredFlags_Stationary = 1<<13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
ImGuiHoveredFlags_DelayNone = 1<<14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
ImGuiHoveredFlags_DelayShort = 1<<15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_DelayNormal = 1<<16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_NoSharedDelay = 1<<17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
} ImGuiHoveredFlags_;
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
typedef enum
{
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1<<0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingOverCentralNode = 1<<2, // // Disable docking over the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode = 1<<3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoDockingSplit = 1<<4, // // Disable other windows/nodes from splitting this node.
ImGuiDockNodeFlags_NoResize = 1<<5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar = 1<<6, // // Tab bar will automatically hide when there is a single window in the dock node.
ImGuiDockNodeFlags_NoUndocking = 1<<7, // // Disable undocking this node.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiDockNodeFlags_;
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
typedef enum
{
ImGuiDragDropFlags_None = 0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1<<0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
ImGuiDragDropFlags_SourceNoDisableHover = 1<<1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1<<2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID = 1<<3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern = 1<<4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload = 1<<5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
// AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery = 1<<10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1<<11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1<<12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
} ImGuiDragDropFlags_;
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
// A primary data type
typedef enum
{
ImGuiDataType_S8, // signed char / char (with sensible compilers)
ImGuiDataType_U8, // unsigned char
ImGuiDataType_S16, // short
ImGuiDataType_U16, // unsigned short
ImGuiDataType_S32, // int
ImGuiDataType_U32, // unsigned int
ImGuiDataType_S64, // long long / __int64
ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_COUNT,
} ImGuiDataType_;
// A cardinal direction
enum // Forward declared enum type ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT,
};
// A sorting direction
enum // Forward declared enum type ImGuiSortDirection
{
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2, // Descending = 9->0, Z->A etc.
};
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)&&!defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#endif // #if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)&&!defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum // Forward declared enum type ImGuiKey
{
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_LeftCtrl,
ImGuiKey_LeftShift,
ImGuiKey_LeftAlt,
ImGuiKey_LeftSuper,
ImGuiKey_RightCtrl,
ImGuiKey_RightShift,
ImGuiKey_RightAlt,
ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0,
ImGuiKey_1,
ImGuiKey_2,
ImGuiKey_3,
ImGuiKey_4,
ImGuiKey_5,
ImGuiKey_6,
ImGuiKey_7,
ImGuiKey_8,
ImGuiKey_9,
ImGuiKey_A,
ImGuiKey_B,
ImGuiKey_C,
ImGuiKey_D,
ImGuiKey_E,
ImGuiKey_F,
ImGuiKey_G,
ImGuiKey_H,
ImGuiKey_I,
ImGuiKey_J,
ImGuiKey_K,
ImGuiKey_L,
ImGuiKey_M,
ImGuiKey_N,
ImGuiKey_O,
ImGuiKey_P,
ImGuiKey_Q,
ImGuiKey_R,
ImGuiKey_S,
ImGuiKey_T,
ImGuiKey_U,
ImGuiKey_V,
ImGuiKey_W,
ImGuiKey_X,
ImGuiKey_Y,
ImGuiKey_Z,
ImGuiKey_F1,
ImGuiKey_F2,
ImGuiKey_F3,
ImGuiKey_F4,
ImGuiKey_F5,
ImGuiKey_F6,
ImGuiKey_F7,
ImGuiKey_F8,
ImGuiKey_F9,
ImGuiKey_F10,
ImGuiKey_F11,
ImGuiKey_F12,
ImGuiKey_F13,
ImGuiKey_F14,
ImGuiKey_F15,
ImGuiKey_F16,
ImGuiKey_F17,
ImGuiKey_F18,
ImGuiKey_F19,
ImGuiKey_F20,
ImGuiKey_F21,
ImGuiKey_F22,
ImGuiKey_F23,
ImGuiKey_F24,
ImGuiKey_Apostrophe, // '
ImGuiKey_Comma, // ,
ImGuiKey_Minus, // -
ImGuiKey_Period, // .
ImGuiKey_Slash, // /
ImGuiKey_Semicolon, // ;
ImGuiKey_Equal, // =
ImGuiKey_LeftBracket, // [
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
ImGuiKey_RightBracket, // ]
ImGuiKey_GraveAccent, // `
ImGuiKey_CapsLock,
ImGuiKey_ScrollLock,
ImGuiKey_NumLock,
ImGuiKey_PrintScreen,
ImGuiKey_Pause,
ImGuiKey_Keypad0,
ImGuiKey_Keypad1,
ImGuiKey_Keypad2,
ImGuiKey_Keypad3,
ImGuiKey_Keypad4,
ImGuiKey_Keypad5,
ImGuiKey_Keypad6,
ImGuiKey_Keypad7,
ImGuiKey_Keypad8,
ImGuiKey_Keypad9,
ImGuiKey_KeypadDecimal,
ImGuiKey_KeypadDivide,
ImGuiKey_KeypadMultiply,
ImGuiKey_KeypadSubtract,
ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
ImGuiKey_AppForward,
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
ImGuiKey_MouseLeft,
ImGuiKey_MouseRight,
ImGuiKey_MouseMiddle,
ImGuiKey_MouseX1,
ImGuiKey_MouseX2,
ImGuiKey_MouseWheelX,
ImGuiKey_MouseWheelY,
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl,
ImGuiKey_ReservedForModShift,
ImGuiKey_ReservedForModAlt,
ImGuiKey_ReservedForModSuper,
ImGuiKey_COUNT,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1<<12, // Ctrl (non-macOS), Cmd (macOS)
ImGuiMod_Shift = 1<<13, // Shift
ImGuiMod_Alt = 1<<14, // Option/Menu
ImGuiMod_Super = 1<<15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
// If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END-ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#endif // #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl,
ImGuiKey_ModShift = ImGuiMod_Shift,
ImGuiKey_ModAlt = ImGuiMod_Alt,
ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
};
// Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
typedef enum
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1<<0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
ImGuiInputFlags_RouteActive = 1<<10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1<<11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1<<12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1<<13, // Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteOverFocused = 1<<14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive = 1<<15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused = 1<<16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1<<17, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip = 1<<18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
} ImGuiInputFlags_;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
typedef enum
{
ImGuiNavInput_Activate,
ImGuiNavInput_Cancel,
ImGuiNavInput_Input,
ImGuiNavInput_Menu,
ImGuiNavInput_DpadLeft,
ImGuiNavInput_DpadRight,
ImGuiNavInput_DpadUp,
ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft,
ImGuiNavInput_LStickRight,
ImGuiNavInput_LStickUp,
ImGuiNavInput_LStickDown,
ImGuiNavInput_FocusPrev,
ImGuiNavInput_FocusNext,
ImGuiNavInput_TweakSlow,
ImGuiNavInput_TweakFast,
ImGuiNavInput_COUNT,
} ImGuiNavInput;
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// Configuration flags stored in io.ConfigFlags. Set by user/application.
typedef enum
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1<<0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad = 1<<1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1<<2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1<<3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1<<4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange = 1<<5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable = 1<<6, // Docking enable flags.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1<<10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports = 1<<14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts = 1<<15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1<<20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1<<21, // Application is using a touch screen instead of a mouse.
} ImGuiConfigFlags_;
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
typedef enum
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1<<0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1<<1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1<<2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1<<3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1<<10, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport = 1<<11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiBackendFlags_RendererHasViewports = 1<<12, // Backend Renderer supports multiple viewports.
} ImGuiBackendFlags_;
// Enumeration for PushStyleColor() / PopStyleColor()
typedef enum
{
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg, // Background of normal windows
ImGuiCol_ChildBg, // Background of child windows
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg, // Title bar
ImGuiCol_TitleBgActive, // Title bar when focused
ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab, // TabItem in a TabBar
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT,
} ImGuiCol_;
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
typedef enum
{
// Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
ImGuiStyleVar_ChildRounding, // float ChildRounding
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
ImGuiStyleVar_PopupRounding, // float PopupRounding
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign, // ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
ImGuiStyleVar_COUNT,
} ImGuiStyleVar_;
// Flags for InvisibleButton() [extended in imgui_internal.h]
typedef enum
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1<<0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1<<1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1<<2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
//ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
} ImGuiButtonFlags_;
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
typedef enum
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1<<1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1<<2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions = 1<<3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1<<4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1<<5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip = 1<<6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1<<7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1<<8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop = 1<<9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder = 1<<10, // // ColorButton: disable border (which is enforced by default)
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1<<16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1<<17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf = 1<<18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1<<19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1<<20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1<<21, // [Display] // "
ImGuiColorEditFlags_DisplayHex = 1<<22, // [Display] // "
ImGuiColorEditFlags_Uint8 = 1<<23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float = 1<<24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1<<25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1<<26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB = 1<<27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV = 1<<28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
} ImGuiColorEditFlags_;
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
typedef enum
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1<<4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1<<5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1<<6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1<<7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names
//ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
} ImGuiSliderFlags_;
// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
typedef enum
{
ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5,
} ImGuiMouseButton_;
// Enumeration for GetMouseCursor()
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
typedef enum
{
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT,
} ImGuiMouseCursor_;
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
// You can submit a change of pointer type using io.AddMouseSourceEvent().
enum // Forward declared enum type ImGuiMouseSource
{
ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
ImGuiMouseSource_COUNT,
};
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
typedef enum
{
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1<<0, // No condition (always set the variable), same as _None
ImGuiCond_Once = 1<<1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1<<2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1<<3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
} ImGuiCond_;
//-----------------------------------------------------------------------------
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
//-----------------------------------------------------------------------------
// Flags for ImGui::BeginTable()
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
// - When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
// - Columns sizing policy allowed: Fixed/Auto mostly.
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
typedef enum
{
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1<<0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1<<1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1<<2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1<<3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings = 1<<4, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1<<5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decorations
ImGuiTableFlags_RowBg = 1<<6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1<<7, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1<<8, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1<<9, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1<<10, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1<<11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize = 1<<12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
// Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit = 1<<13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame = 2<<13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
ImGuiTableFlags_SizingStretchProp = 3<<13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame = 4<<13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
// Sizing Extra Options
ImGuiTableFlags_NoHostExtendX = 1<<16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
ImGuiTableFlags_NoHostExtendY = 1<<17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
ImGuiTableFlags_NoKeepColumnsVisible = 1<<18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
ImGuiTableFlags_PreciseWidths = 1<<19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
// Clipping
ImGuiTableFlags_NoClip = 1<<20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
// Padding
ImGuiTableFlags_PadOuterX = 1<<21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
ImGuiTableFlags_NoPadOuterX = 1<<22, // Default if BordersOuterV is off. Disable outermost padding.
ImGuiTableFlags_NoPadInnerX = 1<<23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX = 1<<24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1<<25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// Sorting
ImGuiTableFlags_SortMulti = 1<<26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1<<27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
// Miscellaneous
ImGuiTableFlags_HighlightHoveredColumn = 1<<28, // Highlight column headers when hovered (may evolve into a fuller highlight)
// [Internal] Combinations and masks
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
} ImGuiTableFlags_;
// Flags for ImGui::TableSetupColumn()
typedef enum
{
// Input configuration flags
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_Disabled = 1<<0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
ImGuiTableColumnFlags_DefaultHide = 1<<1, // Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort = 1<<2, // Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch = 1<<3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed = 1<<4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoResize = 1<<5, // Disable manual resizing.
ImGuiTableColumnFlags_NoReorder = 1<<6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
ImGuiTableColumnFlags_NoHide = 1<<7, // Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip = 1<<8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort = 1<<9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1<<10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1<<11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel = 1<<12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
ImGuiTableColumnFlags_NoHeaderWidth = 1<<13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending = 1<<14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending = 1<<15, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1<<16, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1<<17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
ImGuiTableColumnFlags_AngledHeader = 1<<18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1<<24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible = 1<<25, // Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted = 1<<26, // Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered = 1<<27, // Status: is hovered by mouse
// [Internal] Combinations and masks
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
ImGuiTableColumnFlags_NoDirectResize_ = 1<<30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
} ImGuiTableColumnFlags_;
// Flags for ImGui::TableNextRow()
typedef enum
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1<<0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
} ImGuiTableRowFlags_;
// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
// - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
typedef enum
{
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
} ImGuiTableBgTarget_;
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
typedef struct ImGuiTableSortSpecs_t
{
const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
} ImGuiTableSortSpecs;
// Sorting specification for one column of a table (sizeof == 12 bytes)
typedef struct ImGuiTableColumnSortSpecs_t
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
ImS16 ColumnIndex; // Index of the column
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
} ImGuiTableColumnSortSpecs;
//-----------------------------------------------------------------------------
// [SECTION] Helpers: Memory allocations macros, ImVector<>
//-----------------------------------------------------------------------------
// Extra helpers for C applications
CIMGUI_API void ImVector_Construct(void* vector); // Construct a zero-size ImVector<> (of any type). This is primarily useful when calling ImFontGlyphRangesBuilder_BuildRanges()
CIMGUI_API void ImVector_Destruct(void* vector); // Destruct an ImVector<> (of any type). Important: Frees the vector memory but does not call destructors on contained objects (if they have them)
#if defined(IMGUI_HAS_IMSTR)
#if IMGUI_HAS_IMSTR
CIMGUI_API ImStr ImStr_FromCharStr(const char* b); // Build an ImStr from a regular const char* (no data is copied, so you need to make sure the original char* isn't altered as long as you are using the ImStr).
#endif // #if IMGUI_HAS_IMSTR
#endif // #if defined(IMGUI_HAS_IMSTR)
//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
//-----------------------------------------------------------------------------
#define CIM_ALLOC(_SIZE) ImGui_MemAlloc(_SIZE)
#define CIM_FREE(_PTR) ImGui_MemFree(_PTR)
//-----------------------------------------------------------------------------
// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------
IM_MSVC_RUNTIME_CHECKS_OFF
// Instantiation of ImVector<ImWchar>
typedef struct ImVector_ImWchar_t
{
int Size;
int Capacity;
ImWchar* Data;
} ImVector_ImWchar;
// Instantiation of ImVector<ImGuiTextFilter_ImGuiTextRange>
typedef struct ImVector_ImGuiTextFilter_ImGuiTextRange_t
{
int Size;
int Capacity;
ImGuiTextFilter_ImGuiTextRange* Data;
} ImVector_ImGuiTextFilter_ImGuiTextRange;
// Instantiation of ImVector<char>
typedef struct ImVector_char_t
{
int Size;
int Capacity;
char* Data;
} ImVector_char;
// Instantiation of ImVector<ImGuiStorage_ImGuiStoragePair>
typedef struct ImVector_ImGuiStorage_ImGuiStoragePair_t
{
int Size;
int Capacity;
ImGuiStorage_ImGuiStoragePair* Data;
} ImVector_ImGuiStorage_ImGuiStoragePair;
// Instantiation of ImVector<ImDrawCmd>
typedef struct ImVector_ImDrawCmd_t
{
int Size;
int Capacity;
ImDrawCmd* Data;
} ImVector_ImDrawCmd;
// Instantiation of ImVector<ImDrawIdx>
typedef struct ImVector_ImDrawIdx_t
{
int Size;
int Capacity;
ImDrawIdx* Data;
} ImVector_ImDrawIdx;
// Instantiation of ImVector<ImDrawChannel>
typedef struct ImVector_ImDrawChannel_t
{
int Size;
int Capacity;
ImDrawChannel* Data;
} ImVector_ImDrawChannel;
// Instantiation of ImVector<ImDrawVert>
typedef struct ImVector_ImDrawVert_t
{
int Size;
int Capacity;
ImDrawVert* Data;
} ImVector_ImDrawVert;
// Instantiation of ImVector<ImVec2>
typedef struct ImVector_ImVec2_t
{
int Size;
int Capacity;
ImVec2* Data;
} ImVector_ImVec2;
// Instantiation of ImVector<ImVec4>
typedef struct ImVector_ImVec4_t
{
int Size;
int Capacity;
ImVec4* Data;
} ImVector_ImVec4;
// Instantiation of ImVector<ImTextureID>
typedef struct ImVector_ImTextureID_t
{
int Size;
int Capacity;
ImTextureID* Data;
} ImVector_ImTextureID;
// Instantiation of ImVector<ImDrawList*>
typedef struct ImVector_ImDrawListPtr_t
{
int Size;
int Capacity;
ImDrawList** Data;
} ImVector_ImDrawListPtr;
// Instantiation of ImVector<ImU32>
typedef struct ImVector_ImU32_t
{
int Size;
int Capacity;
ImU32* Data;
} ImVector_ImU32;
// Instantiation of ImVector<ImFont*>
typedef struct ImVector_ImFontPtr_t
{
int Size;
int Capacity;
ImFont** Data;
} ImVector_ImFontPtr;
// Instantiation of ImVector<ImFontAtlasCustomRect>
typedef struct ImVector_ImFontAtlasCustomRect_t
{
int Size;
int Capacity;
ImFontAtlasCustomRect* Data;
} ImVector_ImFontAtlasCustomRect;
// Instantiation of ImVector<ImFontConfig>
typedef struct ImVector_ImFontConfig_t
{
int Size;
int Capacity;
ImFontConfig* Data;
} ImVector_ImFontConfig;
// Instantiation of ImVector<float>
typedef struct ImVector_float_t
{
int Size;
int Capacity;
float* Data;
} ImVector_float;
// Instantiation of ImVector<ImFontGlyph>
typedef struct ImVector_ImFontGlyph_t
{
int Size;
int Capacity;
ImFontGlyph* Data;
} ImVector_ImFontGlyph;
// Instantiation of ImVector<ImGuiPlatformMonitor>
typedef struct ImVector_ImGuiPlatformMonitor_t
{
int Size;
int Capacity;
ImGuiPlatformMonitor* Data;
} ImVector_ImGuiPlatformMonitor;
// Instantiation of ImVector<ImGuiViewport*>
typedef struct ImVector_ImGuiViewportPtr_t
{
int Size;
int Capacity;
ImGuiViewport** Data;
} ImVector_ImGuiViewportPtr;
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStyle
//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------
typedef struct ImGuiStyle_t
{
float Alpha; // Global alpha applies to everything in Dear ImGui.
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign; // Alignment of angled headers within the cell
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
float DockingSeparatorSize; // Thickness of resizing border between docked windows
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT];
// Behaviors
// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
ImGuiHoveredFlags HoverFlagsForTooltipMouse; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
} ImGuiStyle;
CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self, float scale_factor);
//-----------------------------------------------------------------------------
// [SECTION] ImGuiIO
//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
// It is generally expected that:
// - initialization: backends and user code writes to ImGuiIO.
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
typedef struct ImGuiKeyData_t
{
bool Down; // True for if key is down
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
float DownDurationPrev; // Last frame duration the key has been down
float AnalogValue; // 0.0f..1.0f for gamepad values
} ImGuiKeyData;
typedef struct ImGuiIO_t
{
//------------------------------------------------------------------
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
void* UserData; // = NULL // Store your own data.
ImFontAtlas* Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
bool ConfigDockingTransparentPayload; // = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// Inputs Behaviors
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
//------------------------------------------------------------------
// Debug options
//------------------------------------------------------------------
// Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
// - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
// - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
// e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
// - This is inconsistent with other BeginXXX functions and create confusion for many users.
// - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
bool ConfigDebugBeginReturnValueOnce; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
bool ConfigDebugBeginReturnValueLoop; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
// Option to deactivate io.AddFocusEvent(false) handling.
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
// Option to audit .ini data
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
//------------------------------------------------------------------
// Platform Functions
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
void* BackendPlatformUserData; // = NULL // User data for platform backend
void* BackendRendererUserData; // = NULL // User data for renderer backend
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
// Optional: Platform locale
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
//------------------------------------------------------------------
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
// Main Input State
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector_ImWchar InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
} ImGuiIO;
// Input Functions
CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self, ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self, ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self, float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self, int button, bool down); // Queue a mouse button change
CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self, float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self, ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self, ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self, bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self, unsigned int c); // Queue a new character input
CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self, ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self, const char* str); // Queue a new characters input from a UTF-8 string
CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self, ImGuiKey key, int native_keycode, int native_scancode); // Implied native_legacy_index = -1
CIMGUI_API void ImGuiIO_SetKeyEventNativeDataEx(ImGuiIO* self, ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index /* = -1 */); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self, bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); // Clear all incoming events.
CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void ImGuiIO_ClearInputCharacters(ImGuiIO* self); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//-----------------------------------------------------------------------------
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
//-----------------------------------------------------------------------------
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
typedef struct ImGuiInputTextCallbackData_t
{
ImGuiContext* Ctx; // Parent UI context
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
// Arguments for the different callback events
// - During Resize callback, Buf will be same as your input buffer.
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
int CursorPos; // // Read-write // [Completion,History,Always]
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
int SelectionEnd; // // Read-write // [Completion,History,Always]
} ImGuiInputTextCallbackData;
CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self, int pos, int bytes_count);
CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self, int pos, const char* text, const char* text_end /* = NULL */);
CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self);
CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self);
CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(const ImGuiInputTextCallbackData* self);
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
typedef struct ImGuiSizeCallbackData_t
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
} ImGuiSizeCallbackData;
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
typedef struct ImGuiWindowClass_t
{
ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
} ImGuiWindowClass;
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
typedef struct ImGuiPayload_t
{
// Members
void* Data; // Data (copied and owned by dear imgui)
int DataSize; // Data size
// [Internal]
ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp
char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
} ImGuiPayload;
CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self);
CIMGUI_API bool ImGuiPayload_IsDataType(const ImGuiPayload* self, const char* type);
CIMGUI_API bool ImGuiPayload_IsPreview(const ImGuiPayload* self);
CIMGUI_API bool ImGuiPayload_IsDelivery(const ImGuiPayload* self);
//-----------------------------------------------------------------------------
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
//-----------------------------------------------------------------------------
// Helper: Unicode defines
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
#ifdef IMGUI_USE_WCHAR32
#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
#else
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
#endif // #ifdef IMGUI_USE_WCHAR32
// [Internal]
typedef struct ImGuiTextFilter_ImGuiTextRange_t
{
const char* b;
const char* e;
} ImGuiTextFilter_ImGuiTextRange;
CIMGUI_API bool ImGuiTextFilter_ImGuiTextRange_empty(const ImGuiTextFilter_ImGuiTextRange* self);
CIMGUI_API void ImGuiTextFilter_ImGuiTextRange_split(const ImGuiTextFilter_ImGuiTextRange* self, char separator, ImVector_ImGuiTextFilter_ImGuiTextRange* out);
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
typedef struct ImGuiTextFilter_t
{
char InputBuf[256];
ImVector_ImGuiTextFilter_ImGuiTextRange Filters;
int CountGrep;
} ImGuiTextFilter;
CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self, const char* label /* = "Filter (inc,-exc)" */, float width /* = 0.0f */); // Helper calling InputText+Build
CIMGUI_API bool ImGuiTextFilter_PassFilter(const ImGuiTextFilter* self, const char* text, const char* text_end /* = NULL */);
CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self);
CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self);
CIMGUI_API bool ImGuiTextFilter_IsActive(const ImGuiTextFilter* self);
// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
typedef struct ImGuiTextBuffer_t
{
ImVector_char Buf;
} ImGuiTextBuffer;
CIMGUI_API const char* ImGuiTextBuffer_begin(const ImGuiTextBuffer* self);
CIMGUI_API const char* ImGuiTextBuffer_end(const ImGuiTextBuffer* self); // Buf is zero-terminated, so end() will point on the zero-terminator
CIMGUI_API int ImGuiTextBuffer_size(const ImGuiTextBuffer* self);
CIMGUI_API bool ImGuiTextBuffer_empty(const ImGuiTextBuffer* self);
CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self);
CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self, int capacity);
CIMGUI_API const char* ImGuiTextBuffer_c_str(const ImGuiTextBuffer* self);
CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self, const char* str, const char* str_end /* = NULL */);
CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer* self, const char* fmt, ...) IM_FMTARGS(2);
CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self, const char* fmt, va_list args) IM_FMTLIST(2);
// [Internal]
typedef struct ImGuiStorage_ImGuiStoragePair_t
{
ImGuiID key;
union
{
int val_i;
float val_f;
void* val_p;
};
} ImGuiStorage_ImGuiStoragePair;
// Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
typedef struct ImGuiStorage_t
{
ImVector_ImGuiStorage_ImGuiStoragePair Data;
} ImGuiStorage;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self);
CIMGUI_API int ImGuiStorage_GetInt(const ImGuiStorage* self, ImGuiID key, int default_val /* = 0 */);
CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self, ImGuiID key, int val);
CIMGUI_API bool ImGuiStorage_GetBool(const ImGuiStorage* self, ImGuiID key, bool default_val /* = false */);
CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self, ImGuiID key, bool val);
CIMGUI_API float ImGuiStorage_GetFloat(const ImGuiStorage* self, ImGuiID key, float default_val /* = 0.0f */);
CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self, ImGuiID key, float val);
CIMGUI_API void* ImGuiStorage_GetVoidPtr(const ImGuiStorage* self, ImGuiID key); // default_val is NULL
CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self, ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self, ImGuiID key, int default_val /* = 0 */);
CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self, ImGuiID key, bool default_val /* = false */);
CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self, ImGuiID key, float default_val /* = 0.0f */);
CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self, ImGuiID key, void* default_val /* = NULL */);
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self);
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self, int val);
// Helper: Manually clip large list of items.
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
// scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
typedef struct ImGuiListClipper_t
{
ImGuiContext* Ctx; // Parent UI context
int DisplayStart; // First item to display, updated by each call to Step()
int DisplayEnd; // End of items to display (exclusive)
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
void* TempData; // [Internal] Internal data
} ImGuiListClipper;
CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self, int items_count, float items_height /* = -1.0f */);
CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); // Automatically called on the last call of Step() that returns false.
CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self, int item_index);
CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self, int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void ImGuiListClipper_IncludeRangeByIndices(ImGuiListClipper* self, int item_begin, int item_end); // [renamed in 1.89.9]
CIMGUI_API void ImGuiListClipper_ForceDisplayRangeByIndices(ImGuiListClipper* self, int item_begin, int item_end); // [renamed in 1.89.6]
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Helpers: ImVec2/ImVec4 operators
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif // #ifdef IMGUI_DEFINE_MATH_OPERATORS
// Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif // #ifdef IMGUI_USE_BGRA_PACKED_COLOR
#endif // #ifndef IM_COL32_R_SHIFT
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
typedef struct ImColor_t
{
ImVec4 Value;
} ImColor;
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
CIMGUI_API void ImColor_SetHSV(ImColor* self, float h, float s, float v, float a /* = 1.0f */);
CIMGUI_API ImColor ImColor_HSV(ImColor* self, float h, float s, float v, float a /* = 1.0f */);
//-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
#endif // #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif // #ifndef ImDrawCallback
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
typedef struct ImDrawCmd_t
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
} ImDrawCmd;
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
CIMGUI_API ImTextureID ImDrawCmd_GetTexID(const ImDrawCmd* self);
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
typedef struct ImDrawVert_t
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
} ImDrawVert;
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
#endif // #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
// [Internal] For use by ImDrawList
typedef struct ImDrawCmdHeader_t
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
} ImDrawCmdHeader;
// [Internal] For use by ImDrawListSplitter
typedef struct ImDrawChannel_t
{
ImVector_ImDrawCmd _CmdBuffer;
ImVector_ImDrawIdx _IdxBuffer;
} ImDrawChannel;
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
typedef struct ImDrawListSplitter_t
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector_ImDrawChannel _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
} ImDrawListSplitter;
CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); // Do not clear Channels[] so our allocations are reused next frame
CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self);
CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self, ImDrawList* draw_list, int count);
CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self, ImDrawList* draw_list);
CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self, ImDrawList* draw_list, int channel_idx);
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
typedef enum
{
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1<<0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft = 1<<4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight = 1<<5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft = 1<<6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight = 1<<7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1<<8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
} ImDrawFlags_;
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
typedef enum
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1<<0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1<<1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill = 1<<2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1<<3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
} ImDrawListFlags_;
// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
typedef struct ImDrawList_t
{
// This is what you have to render
ImVector_ImDrawCmd CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector_ImDrawIdx IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector_ImDrawVert VtxBuffer; // Vertex buffer.
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector_ImVec2 _Path; // [Internal] current path building
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
ImVector_ImVec4 _ClipRectStack; // [Internal]
ImVector_ImTextureID _TextureIdStack; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
// Obsolete names
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
} ImDrawList;
CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self, ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect /* = false */); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self);
CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self);
CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self, ImTextureID texture_id);
CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self);
CIMGUI_API ImVec2 ImDrawList_GetClipRectMin(const ImDrawList* self);
CIMGUI_API ImVec2 ImDrawList_GetClipRectMax(const ImDrawList* self);
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
CIMGUI_API void ImDrawList_AddLine(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImU32 col); // Implied thickness = 1.0f
CIMGUI_API void ImDrawList_AddLineEx(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddRect(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col); // Implied rounding = 0.0f, flags = 0, thickness = 1.0f
CIMGUI_API void ImDrawList_AddRectEx(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */, float thickness /* = 1.0f */); // a: upper-left, b: lower-right (== upper-left + size)
CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col); // Implied rounding = 0.0f, flags = 0
CIMGUI_API void ImDrawList_AddRectFilledEx(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */); // a: upper-left, b: lower-right (== upper-left + size)
CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col); // Implied thickness = 1.0f
CIMGUI_API void ImDrawList_AddQuadEx(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col);
CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col); // Implied thickness = 1.0f
CIMGUI_API void ImDrawList_AddTriangleEx(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col);
CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self, ImVec2 center, float radius, ImU32 col); // Implied num_segments = 0, thickness = 1.0f
CIMGUI_API void ImDrawList_AddCircleEx(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments /* = 0 */);
CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments); // Implied thickness = 1.0f
CIMGUI_API void ImDrawList_AddNgonEx(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments);
CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col); // Implied rot = 0.0f, num_segments = 0, thickness = 1.0f
CIMGUI_API void ImDrawList_AddEllipseEx(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col, float rot /* = 0.0f */, int num_segments /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col); // Implied rot = 0.0f, num_segments = 0
CIMGUI_API void ImDrawList_AddEllipseFilledEx(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col, float rot /* = 0.0f */, int num_segments /* = 0 */);
CIMGUI_API void ImDrawList_AddText(ImDrawList* self, ImVec2 pos, ImU32 col, const char* text_begin); // Implied text_end = NULL
CIMGUI_API void ImDrawList_AddTextEx(ImDrawList* self, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end /* = NULL */);
CIMGUI_API void ImDrawList_AddTextImFontPtr(ImDrawList* self, const ImFont* font, float font_size, ImVec2 pos, ImU32 col, const char* text_begin); // Implied text_end = NULL, wrap_width = 0.0f, cpu_fine_clip_rect = NULL
CIMGUI_API void ImDrawList_AddTextImFontPtrEx(ImDrawList* self, const ImFont* font, float font_size, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end /* = NULL */, float wrap_width /* = 0.0f */, const ImVec4* cpu_fine_clip_rect /* = NULL */);
CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col, float thickness, int num_segments /* = 0 */); // Cubic Bezier (4 control points)
CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col, float thickness, int num_segments /* = 0 */); // Quadratic Bezier (3 control points)
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col);
CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col);
// Image primitives
// - Read FAQ to understand what ImTextureID is.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
CIMGUI_API void ImDrawList_AddImage(ImDrawList* self, ImTextureID user_texture_id, ImVec2 p_min, ImVec2 p_max); // Implied uv_min = ImVec2(0, 0), uv_max = ImVec2(1, 1), col = IM_COL32_WHITE
CIMGUI_API void ImDrawList_AddImageEx(ImDrawList* self, ImTextureID user_texture_id, ImVec2 p_min, ImVec2 p_max, ImVec2 uv_min /* = ImVec2(0, 0) */, ImVec2 uv_max /* = ImVec2(1, 1) */, ImU32 col /* = IM_COL32_WHITE */);
CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self, ImTextureID user_texture_id, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4); // Implied uv1 = ImVec2(0, 0), uv2 = ImVec2(1, 0), uv3 = ImVec2(1, 1), uv4 = ImVec2(0, 1), col = IM_COL32_WHITE
CIMGUI_API void ImDrawList_AddImageQuadEx(ImDrawList* self, ImTextureID user_texture_id, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1 /* = ImVec2(0, 0) */, ImVec2 uv2 /* = ImVec2(1, 0) */, ImVec2 uv3 /* = ImVec2(1, 1) */, ImVec2 uv4 /* = ImVec2(0, 1) */, ImU32 col /* = IM_COL32_WHITE */);
CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self, ImTextureID user_texture_id, ImVec2 p_min, ImVec2 p_max, ImVec2 uv_min, ImVec2 uv_max, ImU32 col, float rounding, ImDrawFlags flags /* = 0 */);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
CIMGUI_API void ImDrawList_PathClear(ImDrawList* self);
CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self, ImVec2 pos);
CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self, ImVec2 pos);
CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self, ImU32 col);
CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self, ImU32 col);
CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self, ImU32 col, ImDrawFlags flags /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self, ImVec2 center, float radius, float a_min, float a_max, int num_segments /* = 0 */);
CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self, ImVec2 center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self, ImVec2 center, ImVec2 radius, float rot, float a_min, float a_max); // Implied num_segments = 0
CIMGUI_API void ImDrawList_PathEllipticalArcToEx(ImDrawList* self, ImVec2 center, ImVec2 radius, float rot, float a_min, float a_max, int num_segments /* = 0 */); // Ellipse
CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self, ImVec2 p2, ImVec2 p3, ImVec2 p4, int num_segments /* = 0 */); // Cubic Bezier (4 control points)
CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self, ImVec2 p2, ImVec2 p3, int num_segments /* = 0 */); // Quadratic Bezier (3 control points)
CIMGUI_API void ImDrawList_PathRect(ImDrawList* self, ImVec2 rect_min, ImVec2 rect_max, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */);
// Advanced
CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self, ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
CIMGUI_API ImDrawList* ImDrawList_CloneOutput(const ImDrawList* self); // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self, int count);
CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self);
CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self, int n);
// Advanced: Primitives allocations
// - We render triangles (three vertices)
// - All primitives needs to be reserved via PrimReserve() beforehand.
CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self, int idx_count, int vtx_count);
CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self, int idx_count, int vtx_count);
CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self, ImVec2 a, ImVec2 b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self, ImVec2 a, ImVec2 b, ImVec2 uv_a, ImVec2 uv_b, ImU32 col);
CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self, ImVec2 a, ImVec2 b, ImVec2 c, ImVec2 d, ImVec2 uv_a, ImVec2 uv_b, ImVec2 uv_c, ImVec2 uv_d, ImU32 col);
CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self, ImVec2 pos, ImVec2 uv, ImU32 col);
CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self, ImDrawIdx idx);
CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self, ImVec2 pos, ImVec2 uv, ImU32 col); // Write vertex with unique index
// [Internal helpers]
CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self);
CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self);
CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self);
CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self);
CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self);
CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self);
CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self);
CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(const ImDrawList* self, float radius);
CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self, ImVec2 center, float radius, int a_min_sample, int a_max_sample, int a_step);
CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self, ImVec2 center, float radius, float a_min, float a_max, int num_segments);
// All draw data to render a Dear ImGui frame
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
typedef struct ImDrawData_t
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector_ImDrawListPtr CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
} ImDrawData;
CIMGUI_API void ImDrawData_Clear(ImDrawData* self);
CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self, ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self, ImVec2 fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
typedef struct ImFontConfig_t
{
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
// [Internal]
char Name[40]; // Name (strictly to ease debugging)
ImFont* DstFont;
} ImFontConfig;
// Hold rendering data for one glyph.
// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
typedef struct ImFontGlyph_t
{
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsigned int Codepoint : 30; // 0x0000..0x10FFFF
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
} ImFontGlyph;
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
typedef struct ImFontGlyphRangesBuilder_t
{
ImVector_ImU32 UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
} ImFontGlyphRangesBuilder;
CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self);
CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(const ImFontGlyphRangesBuilder* self, size_t n); // Get bit n in the array
CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self, size_t n); // Set bit n in the array
CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self, ImWchar c); // Add character
CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self, const char* text, const char* text_end /* = NULL */); // Add string (each character of the UTF-8 string are added)
CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self, const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self, ImVector_ImWchar* out_ranges); // Output new ranges (ImVector_Construct()/ImVector_Destruct() can be used to safely construct out_ranges)
// See ImFontAtlas::AddCustomRectXXX functions.
typedef struct ImFontAtlasCustomRect_t
{
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFont* Font; // Input // For custom font glyphs only: target font
} ImFontAtlasCustomRect;
CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(const ImFontAtlasCustomRect* self);
// Flags for ImFontAtlas build
typedef enum
{
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1<<0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1<<1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1<<2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
} ImFontAtlasFlags_;
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
typedef struct ImFontAtlas_t
{
//-------------------------------------------
// Glyph Ranges
//-------------------------------------------
//-------------------------------------------
// [BETA] Custom Rectangles/Glyphs API
//-------------------------------------------
//-------------------------------------------
// Members
//-------------------------------------------
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
bool TexReady; // Set when texture was built matching current font input
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector_ImFontPtr Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector_ImFontAtlasCustomRect CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector_ImFontConfig ConfigData; // Configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX+1]; // UVs for baked anti-aliased lines
// [Internal] Font builder
const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
// [Internal] Packing data
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
} ImFontAtlas;
CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self, const ImFontConfig* font_cfg);
CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self, const ImFontConfig* font_cfg /* = NULL */);
CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self, const char* filename, float size_pixels, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */);
CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self, void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self, const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self, const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); // Clear output font data (glyphs storage, UV coordinates).
CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); // Clear all input and output.
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel /* = NULL */); // 1 byte per-pixel
CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel /* = NULL */); // 4 bytes-per-pixel
CIMGUI_API bool ImFontAtlas_IsBuilt(const ImFontAtlas* self); // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self, ImTextureID id);
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); // Basic Latin, Extended Latin
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); // Default + Greek and Coptic
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); // Default + Korean characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); // Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); // Default + about 400 Cyrillic characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); // Default + Thai characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); // Default + Vietnamese characters
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// - After calling Build(), you can query the rectangle position and render your pixels.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// - Read docs/FONTS.md for more details about using colorful icons.
// - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self, int width, int height);
CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self, ImFont* font, ImWchar id, int width, int height, float advance_x, ImVec2 offset /* = ImVec2(0, 0) */);
CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self, int index);
// [Internal]
CIMGUI_API void ImFontAtlas_CalcCustomRectUV(const ImFontAtlas* self, const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self, ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
typedef struct ImFont_t
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector_float IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector_ImWchar IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector_ImFontGlyph Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
// Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
short EllipsisCharCount; // 1 // out // 1 or 3
float EllipsisWidth; // 4 // out // Width
float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
bool DirtyLookupTables; // 1 // out //
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface; // 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
} ImFont;
CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(const ImFont* self, ImWchar c);
CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(const ImFont* self, ImWchar c);
CIMGUI_API float ImFont_GetCharAdvance(const ImFont* self, ImWchar c);
CIMGUI_API bool ImFont_IsLoaded(const ImFont* self);
CIMGUI_API const char* ImFont_GetDebugName(const ImFont* self);
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
CIMGUI_API ImVec2 ImFont_CalcTextSizeA(const ImFont* self, float size, float max_width, float wrap_width, const char* text_begin); // Implied text_end = NULL, remaining = NULL
CIMGUI_API ImVec2 ImFont_CalcTextSizeAEx(const ImFont* self, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end /* = NULL */, const char** remaining /* = NULL */); // utf8
CIMGUI_API const char* ImFont_CalcWordWrapPositionA(const ImFont* self, float scale, const char* text, const char* text_end, float wrap_width);
CIMGUI_API void ImFont_RenderChar(const ImFont* self, ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c);
CIMGUI_API void ImFont_RenderText(const ImFont* self, ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImVec4 clip_rect, const char* text_begin, const char* text_end, float wrap_width /* = 0.0f */, bool cpu_fine_clip /* = false */);
// [Internal] Don't use!
CIMGUI_API void ImFont_BuildLookupTable(ImFont* self);
CIMGUI_API void ImFont_ClearOutputData(ImFont* self);
CIMGUI_API void ImFont_GrowIndex(ImFont* self, int new_size);
CIMGUI_API void ImFont_AddGlyph(ImFont* self, const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
CIMGUI_API void ImFont_AddRemapChar(ImFont* self, ImWchar dst, ImWchar src, bool overwrite_dst /* = true */); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self, ImWchar c, bool visible);
CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self, unsigned int c_begin, unsigned int c_last);
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
typedef enum
{
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1<<0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1<<1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1<<2, // Platform Window: Was created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1<<3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1<<4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1<<5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1<<6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs = 1<<7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1<<8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_NoAutoMerge = 1<<9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1<<10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1<<11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1<<12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1<<13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
} ImGuiViewportFlags_;
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
typedef struct ImGuiViewport_t
{
ImGuiID ID; // Unique identifier for the viewport
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
float DpiScale; // 1.0f = 96 DPI = No extra scale.
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
// The library never uses those fields, they are merely storage to facilitate backend implementation.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
} ImGuiViewport;
// Helpers
CIMGUI_API ImVec2 ImGuiViewport_GetCenter(const ImGuiViewport* self);
CIMGUI_API ImVec2 ImGuiViewport_GetWorkCenter(const ImGuiViewport* self);
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support)
//-----------------------------------------------------------------------------
// [BETA] (Optional) This is completely optional, for advanced users!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
// It's also an experimental feature, so some of the requirements may evolve.
// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
// Update ImGuiPlatformIO's Monitors list every frame.
// Update MousePos every frame, in absolute coordinates.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
//-----------------------------------------------------------------------------
// (Optional) Access via ImGui::GetPlatformIO()
typedef struct ImGuiPlatformIO_t
{
//------------------------------------------------------------------
// Input - Backend interface/functions + Monitor List
//------------------------------------------------------------------
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
//
// The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
// Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// Platform function --------------------------------------------------- Called by -----
void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
// (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
ImVector_ImGuiPlatformMonitor Monitors;
//------------------------------------------------------------------
// Output - List of viewports to render into platform windows
//------------------------------------------------------------------
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector_ImGuiViewportPtr Viewports; // Main viewports, followed by all secondary viewports.
} ImGuiPlatformIO;
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
typedef struct ImGuiPlatformMonitor_t
{
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI
void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
} ImGuiPlatformMonitor;
// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
typedef struct ImGuiPlatformImeData_t
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
} ImGuiPlatformImeData;
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// OBSOLETED in 1.90.0 (from September 2023)
CIMGUI_API bool ImGui_BeginChildFrame(ImGuiID id, ImVec2 size); // Implied window_flags = 0
CIMGUI_API bool ImGui_BeginChildFrameEx(ImGuiID id, ImVec2 size, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API void ImGui_EndChildFrame(void);
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
CIMGUI_API void ImGui_ShowStackToolWindow(bool* p_open /* = NULL */);
CIMGUI_API bool ImGui_ListBoxObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count); // Implied height_in_items = -1
CIMGUI_API bool ImGui_ListBoxObsoleteEx(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items /* = -1 */);
CIMGUI_API bool ImGui_ComboObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count); // Implied popup_max_height_in_items = -1
CIMGUI_API bool ImGui_ComboObsoleteEx(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items /* = -1 */);
// OBSOLETED in 1.89.7 (from June 2023)
CIMGUI_API void ImGui_SetItemAllowOverlap(void); // Use SetNextItemAllowOverlap() before item.
// OBSOLETED in 1.89.4 (from March 2023)
CIMGUI_API void ImGui_PushAllowKeyboardFocus(bool tab_stop);
CIMGUI_API void ImGui_PopAllowKeyboardFocus(void);
// OBSOLETED in 1.89 (from August 2022)
CIMGUI_API bool ImGui_ImageButtonImTextureID(ImTextureID user_texture_id, ImVec2 size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, int frame_padding /* = -1 */, ImVec4 bg_col /* = ImVec4(0, 0, 0, 0) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
CIMGUI_API ImGuiKey ImGui_GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
//-- OBSOLETED in 1.81 (from February 2021)
//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
//static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
//static inline void ListBoxFooter() { EndListBox(); }
//-- OBSOLETED in 1.79 (from August 2020)
//static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//-- OBSOLETED in 1.77 and before
//static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
//-- OBSOLETED in 1.60 and before
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.50 and before
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
//typedef ImDrawFlags ImDrawCornerFlags;
//enum ImDrawCornerFlags_
//{
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
//};
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
typedef enum
{
ImGuiModFlags_None = 0,
ImGuiModFlags_Ctrl = ImGuiMod_Ctrl,
ImGuiModFlags_Shift = ImGuiMod_Shift,
ImGuiModFlags_Alt = ImGuiMod_Alt,
ImGuiModFlags_Super = ImGuiMod_Super,
} ImGuiModFlags_;
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
#endif// #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW)&&!defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)&&!defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif // #if defined(IMGUI_DISABLE_METRICS_WINDOW)&&!defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)&&!defined(IMGUI_DISABLE_DEBUG_TOOLS)
#if defined(IMGUI_DISABLE_METRICS_WINDOW)&& defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif // #if defined(IMGUI_DISABLE_METRICS_WINDOW)&& defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#else
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif // #if defined(__GNUC__)
#endif // #if defined(__clang__)
#ifdef _MSC_VER
#pragma warning (pop)
#endif // #ifdef _MSC_VER
// Include imgui_user.h at the end of imgui.h
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#ifdef IMGUI_USER_H_FILENAME
#include IMGUI_USER_H_FILENAME
#else
#include "imgui_user.h"
#endif // #ifdef IMGUI_USER_H_FILENAME
#endif // #ifdef IMGUI_INCLUDE_IMGUI_USER_H
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimplot.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// MIT License
// Copyright (c) 2023 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.17
// Table of Contents:
//
// [SECTION] Macros and Defines
// [SECTION] Enums and Types
// [SECTION] Callbacks
// [SECTION] Contexts
// [SECTION] Begin/End Plot
// [SECTION] Begin/End Subplot
// [SECTION] Setup
// [SECTION] SetNext
// [SECTION] Plot Items
// [SECTION] Plot Tools
// [SECTION] Plot Utils
// [SECTION] Legend Utils
// [SECTION] Drag and Drop
// [SECTION] Styling
// [SECTION] Colormaps
// [SECTION] Input Mapping
// [SECTION] Miscellaneous
// [SECTION] Demo
// [SECTION] Obsolete API
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
//-----------------------------------------------------------------------------
// [SECTION] Macros and Defines
//-----------------------------------------------------------------------------
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// Using ImPlot via a shared library is not recommended, because we don't guarantee
// backward nor forward ABI compatibility and also function call overhead. If you
// do use ImPlot as a DLL, be sure to call SetImGuiContext (see Miscellanous section).
#ifndef IMPLOT_API
#define IMPLOT_API
#endif // #ifndef IMPLOT_API
// ImPlot version string.
#define IMPLOT_VERSION "0.17"
// Indicates variable should deduced automatically.
#define IMPLOT_AUTO -1
// Special color used to indicate that a color should be deduced automatically.
#define IMPLOT_AUTO_COL ImVec4(0,0,0,-1)
// Macro for templated plotting functions; keeps header clean.
#define IMPLOT_TMP template <typename T> IMPLOT_API
//-----------------------------------------------------------------------------
// [SECTION] Enums and Types
//-----------------------------------------------------------------------------
// Forward declarations
typedef struct ImPlotContext_t ImPlotContext; // ImPlot context (opaque struct, see implot_internal.h)
// Enums/Flags
typedef int ImAxis; // -> enum ImAxis_
typedef int ImPlotFlags; // -> enum ImPlotFlags_
typedef int ImPlotAxisFlags; // -> enum ImPlotAxisFlags_
typedef int ImPlotSubplotFlags; // -> enum ImPlotSubplotFlags_
typedef int ImPlotLegendFlags; // -> enum ImPlotLegendFlags_
typedef int ImPlotMouseTextFlags; // -> enum ImPlotMouseTextFlags_
typedef int ImPlotDragToolFlags; // -> ImPlotDragToolFlags_
typedef int ImPlotColormapScaleFlags; // -> ImPlotColormapScaleFlags_
typedef int ImPlotItemFlags; // -> ImPlotItemFlags_
typedef int ImPlotLineFlags; // -> ImPlotLineFlags_
typedef int ImPlotScatterFlags; // -> ImPlotScatterFlags
typedef int ImPlotStairsFlags; // -> ImPlotStairsFlags_
typedef int ImPlotShadedFlags; // -> ImPlotShadedFlags_
typedef int ImPlotBarsFlags; // -> ImPlotBarsFlags_
typedef int ImPlotBarGroupsFlags; // -> ImPlotBarGroupsFlags_
typedef int ImPlotErrorBarsFlags; // -> ImPlotErrorBarsFlags_
typedef int ImPlotStemsFlags; // -> ImPlotStemsFlags_
typedef int ImPlotInfLinesFlags; // -> ImPlotInfLinesFlags_
typedef int ImPlotPieChartFlags; // -> ImPlotPieChartFlags_
typedef int ImPlotHeatmapFlags; // -> ImPlotHeatmapFlags_
typedef int ImPlotHistogramFlags; // -> ImPlotHistogramFlags_
typedef int ImPlotDigitalFlags; // -> ImPlotDigitalFlags_
typedef int ImPlotImageFlags; // -> ImPlotImageFlags_
typedef int ImPlotTextFlags; // -> ImPlotTextFlags_
typedef int ImPlotDummyFlags; // -> ImPlotDummyFlags_
typedef int ImPlotCond; // -> enum ImPlotCond_
typedef int ImPlotCol; // -> enum ImPlotCol_
typedef int ImPlotStyleVar; // -> enum ImPlotStyleVar_
typedef int ImPlotScale; // -> enum ImPlotScale_
typedef int ImPlotMarker; // -> enum ImPlotMarker_
typedef int ImPlotColormap; // -> enum ImPlotColormap_
typedef int ImPlotLocation; // -> enum ImPlotLocation_
typedef int ImPlotBin; // -> enum ImPlotBin_
// Axis indices. The values assigned may change; NEVER hardcode these.
typedef enum
{
// horizontal axes
ImAxis_X1 = 0, // enabled by default
ImAxis_X2, // disabled by default
ImAxis_X3, // disabled by default
// vertical axes
ImAxis_Y1, // enabled by default
ImAxis_Y2, // disabled by default
ImAxis_Y3, // disabled by default
// bookeeping
ImAxis_COUNT,
} ImAxis_;
// Options for plots (see BeginPlot).
typedef enum
{
ImPlotFlags_None = 0, // default
ImPlotFlags_NoTitle = 1<<0, // the plot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MyPlot")
ImPlotFlags_NoLegend = 1<<1, // the legend will not be displayed
ImPlotFlags_NoMouseText = 1<<2, // the mouse position, in plot coordinates, will not be displayed inside of the plot
ImPlotFlags_NoInputs = 1<<3, // the user will not be able to interact with the plot
ImPlotFlags_NoMenus = 1<<4, // the user will not be able to open context menus
ImPlotFlags_NoBoxSelect = 1<<5, // the user will not be able to box-select
ImPlotFlags_NoFrame = 1<<6, // the ImGui frame will not be rendered
ImPlotFlags_Equal = 1<<7, // x and y axes pairs will be constrained to have the same units/pixel
ImPlotFlags_Crosshairs = 1<<8, // the default mouse cursor will be replaced with a crosshair when hovered
ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText,
} ImPlotFlags_;
// Options for plot axes (see SetupAxis).
typedef enum
{
ImPlotAxisFlags_None = 0, // default
ImPlotAxisFlags_NoLabel = 1<<0, // the axis label will not be displayed (axis labels are also hidden if the supplied string name is nullptr)
ImPlotAxisFlags_NoGridLines = 1<<1, // no grid lines will be displayed
ImPlotAxisFlags_NoTickMarks = 1<<2, // no tick marks will be displayed
ImPlotAxisFlags_NoTickLabels = 1<<3, // no text labels will be displayed
ImPlotAxisFlags_NoInitialFit = 1<<4, // axis will not be initially fit to data extents on the first rendered frame
ImPlotAxisFlags_NoMenus = 1<<5, // the user will not be able to open context menus with right-click
ImPlotAxisFlags_NoSideSwitch = 1<<6, // the user will not be able to switch the axis side by dragging it
ImPlotAxisFlags_NoHighlight = 1<<7, // the axis will not have its background highlighted when hovered or held
ImPlotAxisFlags_Opposite = 1<<8, // axis ticks and labels will be rendered on the conventionally opposite side (i.e, right or top)
ImPlotAxisFlags_Foreground = 1<<9, // grid lines will be displayed in the foreground (i.e. on top of data) instead of the background
ImPlotAxisFlags_Invert = 1<<10, // the axis will be inverted
ImPlotAxisFlags_AutoFit = 1<<11, // axis will be auto-fitting to data extents
ImPlotAxisFlags_RangeFit = 1<<12, // axis will only fit points if the point is in the visible range of the **orthogonal** axis
ImPlotAxisFlags_PanStretch = 1<<13, // panning in a locked or constrained state will cause the axis to stretch if possible
ImPlotAxisFlags_LockMin = 1<<14, // the axis minimum value will be locked when panning/zooming
ImPlotAxisFlags_LockMax = 1<<15, // the axis maximum value will be locked when panning/zooming
ImPlotAxisFlags_Lock = ImPlotAxisFlags_LockMin | ImPlotAxisFlags_LockMax,
ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels,
ImPlotAxisFlags_AuxDefault = ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_Opposite,
} ImPlotAxisFlags_;
// Options for subplots (see BeginSubplot)
typedef enum
{
ImPlotSubplotFlags_None = 0, // default
ImPlotSubplotFlags_NoTitle = 1<<0, // the subplot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MySubplot")
ImPlotSubplotFlags_NoLegend = 1<<1, // the legend will not be displayed (only applicable if ImPlotSubplotFlags_ShareItems is enabled)
ImPlotSubplotFlags_NoMenus = 1<<2, // the user will not be able to open context menus with right-click
ImPlotSubplotFlags_NoResize = 1<<3, // resize splitters between subplot cells will be not be provided
ImPlotSubplotFlags_NoAlign = 1<<4, // subplot edges will not be aligned vertically or horizontally
ImPlotSubplotFlags_ShareItems = 1<<5, // items across all subplots will be shared and rendered into a single legend entry
ImPlotSubplotFlags_LinkRows = 1<<6, // link the y-axis limits of all plots in each row (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkCols = 1<<7, // link the x-axis limits of all plots in each column (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllX = 1<<8, // link the x-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllY = 1<<9, // link the y-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_ColMajor = 1<<10, // subplots are added in column major order instead of the default row major order
} ImPlotSubplotFlags_;
// Options for legends (see SetupLegend)
typedef enum
{
ImPlotLegendFlags_None = 0, // default
ImPlotLegendFlags_NoButtons = 1<<0, // legend icons will not function as hide/show buttons
ImPlotLegendFlags_NoHighlightItem = 1<<1, // plot items will not be highlighted when their legend entry is hovered
ImPlotLegendFlags_NoHighlightAxis = 1<<2, // axes will not be highlighted when legend entries are hovered (only relevant if x/y-axis count > 1)
ImPlotLegendFlags_NoMenus = 1<<3, // the user will not be able to open context menus with right-click
ImPlotLegendFlags_Outside = 1<<4, // legend will be rendered outside of the plot area
ImPlotLegendFlags_Horizontal = 1<<5, // legend entries will be displayed horizontally
ImPlotLegendFlags_Sort = 1<<6, // legend entries will be displayed in alphabetical order
} ImPlotLegendFlags_;
// Options for mouse hover text (see SetupMouseText)
typedef enum
{
ImPlotMouseTextFlags_None = 0, // default
ImPlotMouseTextFlags_NoAuxAxes = 1<<0, // only show the mouse position for primary axes
ImPlotMouseTextFlags_NoFormat = 1<<1, // axes label formatters won't be used to render text
ImPlotMouseTextFlags_ShowAlways = 1<<2, // always display mouse position even if plot not hovered
} ImPlotMouseTextFlags_;
// Options for DragPoint, DragLine, DragRect
typedef enum
{
ImPlotDragToolFlags_None = 0, // default
ImPlotDragToolFlags_NoCursors = 1<<0, // drag tools won't change cursor icons when hovered or held
ImPlotDragToolFlags_NoFit = 1<<1, // the drag tool won't be considered for plot fits
ImPlotDragToolFlags_NoInputs = 1<<2, // lock the tool from user inputs
ImPlotDragToolFlags_Delayed = 1<<3, // tool rendering will be delayed one frame; useful when applying position-constraints
} ImPlotDragToolFlags_;
// Flags for ColormapScale
typedef enum
{
ImPlotColormapScaleFlags_None = 0, // default
ImPlotColormapScaleFlags_NoLabel = 1<<0, // the colormap axis label will not be displayed
ImPlotColormapScaleFlags_Opposite = 1<<1, // render the colormap label and tick labels on the opposite side
ImPlotColormapScaleFlags_Invert = 1<<2, // invert the colormap bar and axis scale (this only affects rendering; if you only want to reverse the scale mapping, make scale_min > scale_max)
} ImPlotColormapScaleFlags_;
// Flags for ANY PlotX function
typedef enum
{
ImPlotItemFlags_None = 0,
ImPlotItemFlags_NoLegend = 1<<0, // the item won't have a legend entry displayed
ImPlotItemFlags_NoFit = 1<<1, // the item won't be considered for plot fits
} ImPlotItemFlags_;
// Flags for PlotLine
typedef enum
{
ImPlotLineFlags_None = 0, // default
ImPlotLineFlags_Segments = 1<<10, // a line segment will be rendered from every two consecutive points
ImPlotLineFlags_Loop = 1<<11, // the last and first point will be connected to form a closed loop
ImPlotLineFlags_SkipNaN = 1<<12, // NaNs values will be skipped instead of rendered as missing data
ImPlotLineFlags_NoClip = 1<<13, // markers (if displayed) on the edge of a plot will not be clipped
ImPlotLineFlags_Shaded = 1<<14, // a filled region between the line and horizontal origin will be rendered; use PlotShaded for more advanced cases
} ImPlotLineFlags_;
// Flags for PlotScatter
typedef enum
{
ImPlotScatterFlags_None = 0, // default
ImPlotScatterFlags_NoClip = 1<<10, // markers on the edge of a plot will not be clipped
} ImPlotScatterFlags_;
// Flags for PlotStairs
typedef enum
{
ImPlotStairsFlags_None = 0, // default
ImPlotStairsFlags_PreStep = 1<<10, // the y value is continued constantly to the left from every x position, i.e. the interval (x[i-1], x[i]] has the value y[i]
ImPlotStairsFlags_Shaded = 1<<11, // a filled region between the stairs and horizontal origin will be rendered; use PlotShaded for more advanced cases
} ImPlotStairsFlags_;
// Flags for PlotShaded (placeholder)
typedef enum
{
ImPlotShadedFlags_None = 0, // default
} ImPlotShadedFlags_;
// Flags for PlotBars
typedef enum
{
ImPlotBarsFlags_None = 0, // default
ImPlotBarsFlags_Horizontal = 1<<10, // bars will be rendered horizontally on the current y-axis
} ImPlotBarsFlags_;
// Flags for PlotBarGroups
typedef enum
{
ImPlotBarGroupsFlags_None = 0, // default
ImPlotBarGroupsFlags_Horizontal = 1<<10, // bar groups will be rendered horizontally on the current y-axis
ImPlotBarGroupsFlags_Stacked = 1<<11, // items in a group will be stacked on top of each other
} ImPlotBarGroupsFlags_;
// Flags for PlotErrorBars
typedef enum
{
ImPlotErrorBarsFlags_None = 0, // default
ImPlotErrorBarsFlags_Horizontal = 1<<10, // error bars will be rendered horizontally on the current y-axis
} ImPlotErrorBarsFlags_;
// Flags for PlotStems
typedef enum
{
ImPlotStemsFlags_None = 0, // default
ImPlotStemsFlags_Horizontal = 1<<10, // stems will be rendered horizontally on the current y-axis
} ImPlotStemsFlags_;
// Flags for PlotInfLines
typedef enum
{
ImPlotInfLinesFlags_None = 0, // default
ImPlotInfLinesFlags_Horizontal = 1<<10, // lines will be rendered horizontally on the current y-axis
} ImPlotInfLinesFlags_;
// Flags for PlotPieChart
typedef enum
{
ImPlotPieChartFlags_None = 0, // default
ImPlotPieChartFlags_Normalize = 1<<10, // force normalization of pie chart values (i.e. always make a full circle if sum < 0)
ImPlotPieChartFlags_IgnoreHidden = 1<<11, // ignore hidden slices when drawing the pie chart (as if they were not there)
} ImPlotPieChartFlags_;
// Flags for PlotHeatmap
typedef enum
{
ImPlotHeatmapFlags_None = 0, // default
ImPlotHeatmapFlags_ColMajor = 1<<10, // data will be read in column major order
} ImPlotHeatmapFlags_;
// Flags for PlotHistogram and PlotHistogram2D
typedef enum
{
ImPlotHistogramFlags_None = 0, // default
ImPlotHistogramFlags_Horizontal = 1<<10, // histogram bars will be rendered horizontally (not supported by PlotHistogram2D)
ImPlotHistogramFlags_Cumulative = 1<<11, // each bin will contain its count plus the counts of all previous bins (not supported by PlotHistogram2D)
ImPlotHistogramFlags_Density = 1<<12, // counts will be normalized, i.e. the PDF will be visualized, or the CDF will be visualized if Cumulative is also set
ImPlotHistogramFlags_NoOutliers = 1<<13, // exclude values outside the specifed histogram range from the count toward normalizing and cumulative counts
ImPlotHistogramFlags_ColMajor = 1<<14, // data will be read in column major order (not supported by PlotHistogram)
} ImPlotHistogramFlags_;
// Flags for PlotDigital (placeholder)
typedef enum
{
ImPlotDigitalFlags_None = 0, // default
} ImPlotDigitalFlags_;
// Flags for PlotImage (placeholder)
typedef enum
{
ImPlotImageFlags_None = 0, // default
} ImPlotImageFlags_;
// Flags for PlotText
typedef enum
{
ImPlotTextFlags_None = 0, // default
ImPlotTextFlags_Vertical = 1<<10, // text will be rendered vertically
} ImPlotTextFlags_;
// Flags for PlotDummy (placeholder)
typedef enum
{
ImPlotDummyFlags_None = 0, // default
} ImPlotDummyFlags_;
// Represents a condition for SetupAxisLimits etc. (same as ImGuiCond, but we only support a subset of those enums)
typedef enum
{
ImPlotCond_None = 0, // No condition (always set the variable), same as _Always
ImPlotCond_Always = 1<<0, // No condition (always set the variable)
ImPlotCond_Once = 1<<1, // Set the variable once per runtime session (only the first call will succeed)
} ImPlotCond_;
// Plot styling colors.
typedef enum
{
// item styling colors
ImPlotCol_Line, // plot line/outline color (defaults to next unused color in current colormap)
ImPlotCol_Fill, // plot fill color for bars (defaults to the current line color)
ImPlotCol_MarkerOutline, // marker outline color (defaults to the current line color)
ImPlotCol_MarkerFill, // marker fill color (defaults to the current line color)
ImPlotCol_ErrorBar, // error bar color (defaults to ImGuiCol_Text)
// plot styling colors
ImPlotCol_FrameBg, // plot frame background color (defaults to ImGuiCol_FrameBg)
ImPlotCol_PlotBg, // plot area background color (defaults to ImGuiCol_WindowBg)
ImPlotCol_PlotBorder, // plot area border color (defaults to ImGuiCol_Border)
ImPlotCol_LegendBg, // legend background color (defaults to ImGuiCol_PopupBg)
ImPlotCol_LegendBorder, // legend border color (defaults to ImPlotCol_PlotBorder)
ImPlotCol_LegendText, // legend text color (defaults to ImPlotCol_InlayText)
ImPlotCol_TitleText, // plot title text color (defaults to ImGuiCol_Text)
ImPlotCol_InlayText, // color of text appearing inside of plots (defaults to ImGuiCol_Text)
ImPlotCol_AxisText, // axis label and tick lables color (defaults to ImGuiCol_Text)
ImPlotCol_AxisGrid, // axis grid color (defaults to 25% ImPlotCol_AxisText)
ImPlotCol_AxisTick, // axis tick color (defaults to AxisGrid)
ImPlotCol_AxisBg, // background color of axis hover region (defaults to transparent)
ImPlotCol_AxisBgHovered, // axis hover color (defaults to ImGuiCol_ButtonHovered)
ImPlotCol_AxisBgActive, // axis active color (defaults to ImGuiCol_ButtonActive)
ImPlotCol_Selection, // box-selection color (defaults to yellow)
ImPlotCol_Crosshairs, // crosshairs color (defaults to ImPlotCol_PlotBorder)
ImPlotCol_COUNT,
} ImPlotCol_;
// Plot styling variables.
typedef enum
{
// item styling variables
ImPlotStyleVar_LineWeight, // float, plot item line weight in pixels
ImPlotStyleVar_Marker, // int, marker specification
ImPlotStyleVar_MarkerSize, // float, marker size in pixels (roughly the marker's "radius")
ImPlotStyleVar_MarkerWeight, // float, plot outline weight of markers in pixels
ImPlotStyleVar_FillAlpha, // float, alpha modifier applied to all plot item fills
ImPlotStyleVar_ErrorBarSize, // float, error bar whisker width in pixels
ImPlotStyleVar_ErrorBarWeight, // float, error bar whisker weight in pixels
ImPlotStyleVar_DigitalBitHeight, // float, digital channels bit height (at 1) in pixels
ImPlotStyleVar_DigitalBitGap, // float, digital channels bit padding gap in pixels
// plot styling variables
ImPlotStyleVar_PlotBorderSize, // float, thickness of border around plot area
ImPlotStyleVar_MinorAlpha, // float, alpha multiplier applied to minor axis grid lines
ImPlotStyleVar_MajorTickLen, // ImVec2, major tick lengths for X and Y axes
ImPlotStyleVar_MinorTickLen, // ImVec2, minor tick lengths for X and Y axes
ImPlotStyleVar_MajorTickSize, // ImVec2, line thickness of major ticks
ImPlotStyleVar_MinorTickSize, // ImVec2, line thickness of minor ticks
ImPlotStyleVar_MajorGridSize, // ImVec2, line thickness of major grid lines
ImPlotStyleVar_MinorGridSize, // ImVec2, line thickness of minor grid lines
ImPlotStyleVar_PlotPadding, // ImVec2, padding between widget frame and plot area, labels, or outside legends (i.e. main padding)
ImPlotStyleVar_LabelPadding, // ImVec2, padding between axes labels, tick labels, and plot edge
ImPlotStyleVar_LegendPadding, // ImVec2, legend padding from plot edges
ImPlotStyleVar_LegendInnerPadding, // ImVec2, legend inner padding from legend edges
ImPlotStyleVar_LegendSpacing, // ImVec2, spacing between legend entries
ImPlotStyleVar_MousePosPadding, // ImVec2, padding between plot edge and interior info text
ImPlotStyleVar_AnnotationPadding, // ImVec2, text padding around annotation labels
ImPlotStyleVar_FitPadding, // ImVec2, additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y)
ImPlotStyleVar_PlotDefaultSize, // ImVec2, default size used when ImVec2(0,0) is passed to BeginPlot
ImPlotStyleVar_PlotMinSize, // ImVec2, minimum size plot frame can be when shrunk
ImPlotStyleVar_COUNT,
} ImPlotStyleVar_;
// Axis scale
typedef enum
{
ImPlotScale_Linear = 0, // default linear scale
ImPlotScale_Time, // date/time scale
ImPlotScale_Log10, // base 10 logartithmic scale
ImPlotScale_SymLog, // symmetric log scale
} ImPlotScale_;
// Marker specifications.
typedef enum
{
ImPlotMarker_None = -1, // no marker
ImPlotMarker_Circle, // a circle marker (default)
ImPlotMarker_Square, // a square maker
ImPlotMarker_Diamond, // a diamond marker
ImPlotMarker_Up, // an upward-pointing triangle marker
ImPlotMarker_Down, // an downward-pointing triangle marker
ImPlotMarker_Left, // an leftward-pointing triangle marker
ImPlotMarker_Right, // an rightward-pointing triangle marker
ImPlotMarker_Cross, // a cross marker (not fillable)
ImPlotMarker_Plus, // a plus marker (not fillable)
ImPlotMarker_Asterisk, // a asterisk marker (not fillable)
ImPlotMarker_COUNT,
} ImPlotMarker_;
// Built-in colormaps
typedef enum
{
ImPlotColormap_Deep = 0, // a.k.a. seaborn deep (qual=true, n=10) (default)
ImPlotColormap_Dark = 1, // a.k.a. matplotlib "Set1" (qual=true, n=9 )
ImPlotColormap_Pastel = 2, // a.k.a. matplotlib "Pastel1" (qual=true, n=9 )
ImPlotColormap_Paired = 3, // a.k.a. matplotlib "Paired" (qual=true, n=12)
ImPlotColormap_Viridis = 4, // a.k.a. matplotlib "viridis" (qual=false, n=11)
ImPlotColormap_Plasma = 5, // a.k.a. matplotlib "plasma" (qual=false, n=11)
ImPlotColormap_Hot = 6, // a.k.a. matplotlib/MATLAB "hot" (qual=false, n=11)
ImPlotColormap_Cool = 7, // a.k.a. matplotlib/MATLAB "cool" (qual=false, n=11)
ImPlotColormap_Pink = 8, // a.k.a. matplotlib/MATLAB "pink" (qual=false, n=11)
ImPlotColormap_Jet = 9, // a.k.a. MATLAB "jet" (qual=false, n=11)
ImPlotColormap_Twilight = 10, // a.k.a. matplotlib "twilight" (qual=false, n=11)
ImPlotColormap_RdBu = 11, // red/blue, Color Brewer (qual=false, n=11)
ImPlotColormap_BrBG = 12, // brown/blue-green, Color Brewer (qual=false, n=11)
ImPlotColormap_PiYG = 13, // pink/yellow-green, Color Brewer (qual=false, n=11)
ImPlotColormap_Spectral = 14, // color spectrum, Color Brewer (qual=false, n=11)
ImPlotColormap_Greys = 15, // white/black (qual=false, n=2 )
} ImPlotColormap_;
// Used to position items on a plot (e.g. legends, labels, etc.)
typedef enum
{
ImPlotLocation_Center = 0, // center-center
ImPlotLocation_North = 1<<0, // top-center
ImPlotLocation_South = 1<<1, // bottom-center
ImPlotLocation_West = 1<<2, // center-left
ImPlotLocation_East = 1<<3, // center-right
ImPlotLocation_NorthWest = ImPlotLocation_North | ImPlotLocation_West, // top-left
ImPlotLocation_NorthEast = ImPlotLocation_North | ImPlotLocation_East, // top-right
ImPlotLocation_SouthWest = ImPlotLocation_South | ImPlotLocation_West, // bottom-left
ImPlotLocation_SouthEast = ImPlotLocation_South | ImPlotLocation_East, // bottom-right
} ImPlotLocation_;
// Enums for different automatic histogram binning methods (k = bin count or w = bin width)
typedef enum
{
ImPlotBin_Sqrt = -1, // k = sqrt(n)
ImPlotBin_Sturges = -2, // k = 1 + log2(n)
ImPlotBin_Rice = -3, // k = 2 * cbrt(n)
ImPlotBin_Scott = -4, // w = 3.49 * sigma / cbrt(n)
} ImPlotBin_;
// Double precision version of ImVec2 used by ImPlot. Extensible by end users.
IM_MSVC_RUNTIME_CHECKS_OFF
typedef struct ImPlotPoint_t
{
double x, y;
#ifdef IMPLOT_POINT_CLASS_EXTRA
IMPLOT_POINT_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h
// to convert back and forth between your math types and ImPlotPoint.
#endif // #ifdef IMPLOT_POINT_CLASS_EXTRA
} ImPlotPoint;
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Range defined by a min/max value.
typedef struct ImPlotRange_t
{
double Min, Max;
} ImPlotRange;
CIMGUI_API bool ImPlotRange_Contains(const ImPlotRange* self, double value);
CIMGUI_API double ImPlotRange_Size(const ImPlotRange* self);
CIMGUI_API double ImPlotRange_Clamp(const ImPlotRange* self, double value);
// Combination of two range limits for X and Y axes. Also an AABB defined by Min()/Max().
typedef struct ImPlotRect_t
{
ImPlotRange X, Y;
} ImPlotRect;
CIMGUI_API bool ImPlotRect_Contains(const ImPlotRect* self, ImPlotPoint p);
CIMGUI_API bool ImPlotRect_ContainsDouble(const ImPlotRect* self, double x, double y);
CIMGUI_API ImPlotPoint ImPlotRect_Size(const ImPlotRect* self);
CIMGUI_API ImPlotPoint ImPlotRect_Clamp(ImPlotRect* self, ImPlotPoint p);
CIMGUI_API ImPlotPoint ImPlotRect_ClampDouble(ImPlotRect* self, double x, double y);
CIMGUI_API ImPlotPoint ImPlotRect_Min(const ImPlotRect* self);
CIMGUI_API ImPlotPoint ImPlotRect_Max(const ImPlotRect* self);
// Plot style structure
typedef struct ImPlotStyle_t
{
// item styling variables
float LineWeight; // = 1, item line weight in pixels
int Marker; // = ImPlotMarker_None, marker specification
float MarkerSize; // = 4, marker size in pixels (roughly the marker's "radius")
float MarkerWeight; // = 1, outline weight of markers in pixels
float FillAlpha; // = 1, alpha modifier applied to plot fills
float ErrorBarSize; // = 5, error bar whisker width in pixels
float ErrorBarWeight; // = 1.5, error bar whisker weight in pixels
float DigitalBitHeight; // = 8, digital channels bit height (at y = 1.0f) in pixels
float DigitalBitGap; // = 4, digital channels bit padding gap in pixels
// plot styling variables
float PlotBorderSize; // = 1, line thickness of border around plot area
float MinorAlpha; // = 0.25 alpha multiplier applied to minor axis grid lines
ImVec2 MajorTickLen; // = 10,10 major tick lengths for X and Y axes
ImVec2 MinorTickLen; // = 5,5 minor tick lengths for X and Y axes
ImVec2 MajorTickSize; // = 1,1 line thickness of major ticks
ImVec2 MinorTickSize; // = 1,1 line thickness of minor ticks
ImVec2 MajorGridSize; // = 1,1 line thickness of major grid lines
ImVec2 MinorGridSize; // = 1,1 line thickness of minor grid lines
ImVec2 PlotPadding; // = 10,10 padding between widget frame and plot area, labels, or outside legends (i.e. main padding)
ImVec2 LabelPadding; // = 5,5 padding between axes labels, tick labels, and plot edge
ImVec2 LegendPadding; // = 10,10 legend padding from plot edges
ImVec2 LegendInnerPadding; // = 5,5 legend inner padding from legend edges
ImVec2 LegendSpacing; // = 5,0 spacing between legend entries
ImVec2 MousePosPadding; // = 10,10 padding between plot edge and interior mouse location text
ImVec2 AnnotationPadding; // = 2,2 text padding around annotation labels
ImVec2 FitPadding; // = 0,0 additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y)
ImVec2 PlotDefaultSize; // = 400,300 default size used when ImVec2(0,0) is passed to BeginPlot
ImVec2 PlotMinSize; // = 200,150 minimum size plot frame can be when shrunk
// style colors
ImVec4 Colors[ImPlotCol_COUNT]; // Array of styling colors. Indexable with ImPlotCol_ enums.
// colormap
ImPlotColormap Colormap; // The current colormap. Set this to either an ImPlotColormap_ enum or an index returned by AddColormap.
// settings/flags
bool UseLocalTime; // = false, axis labels will be formatted for your timezone when ImPlotAxisFlag_Time is enabled
bool UseISO8601; // = false, dates will be formatted according to ISO 8601 where applicable (e.g. YYYY-MM-DD, YYYY-MM, --MM-DD, etc.)
bool Use24HourClock; // = false, times will be formatted using a 24 hour clock
} ImPlotStyle;
CIMGUI_API IMPLOT_API ImPlotStyle_ImPlotStyle(ImPlotStyle* self);
// Input mapping structure. Default values listed. See also MapInputDefault, MapInputReverse.
typedef struct ImPlotInputMap_t
{
ImGuiMouseButton Pan; // LMB enables panning when held,
int PanMod; // none optional modifier that must be held for panning/fitting
ImGuiMouseButton Fit; // LMB initiates fit when double clicked
ImGuiMouseButton Select; // RMB begins box selection when pressed and confirms selection when released
ImGuiMouseButton SelectCancel; // LMB cancels active box selection when pressed; cannot be same as Select
int SelectMod; // none optional modifier that must be held for box selection
int SelectHorzMod; // Alt expands active box selection horizontally to plot edge when held
int SelectVertMod; // Shift expands active box selection vertically to plot edge when held
ImGuiMouseButton Menu; // RMB opens context menus (if enabled) when clicked
int OverrideMod; // Ctrl when held, all input is ignored; used to enable axis/plots as DND sources
int ZoomMod; // none optional modifier that must be held for scroll wheel zooming
float ZoomRate; // 0.1f zoom rate for scroll (e.g. 0.1f = 10% plot range every scroll click); make negative to invert
} ImPlotInputMap;
CIMGUI_API IMPLOT_API ImPlotInputMap_ImPlotInputMap(ImPlotInputMap* self);
//-----------------------------------------------------------------------------
// [SECTION] Callbacks
//-----------------------------------------------------------------------------
// Callback signature for axis tick label formatter.
typedef int (*ImPlotFormatter)(double value, char* buff, int size, void* user_data);
// Callback signature for data getter.
typedef ImPlotPoint (*ImPlotGetter)(int idx, void* user_data);
// Callback signature for axis transform.
typedef double (*ImPlotTransform)(double value, void* user_data);
//-----------------------------------------------------------------------------
// [SECTION] Contexts
//-----------------------------------------------------------------------------
// Creates a new ImPlot context. Call this after ImGui::CreateContext.
IMPLOT_API
CIMGUI_API ImPlotContext* ImPlotCreateContext(void);
// Destroys an ImPlot context. Call this before ImGui::DestroyContext. nullptr = destroy current context.
IMPLOT_API
CIMGUI_API void ImPlotDestroyContext(void); // Implied ctx = nullptr
CIMGUI_API void ImPlotDestroyContextEx(ImPlotContext* ctx /* = nullptr */);
// Returns the current ImPlot context. nullptr if no context has ben set.
IMPLOT_API
CIMGUI_API ImPlotContext* ImPlotGetCurrentContext(void);
// Sets the current ImPlot context.
IMPLOT_API
CIMGUI_API void ImPlotSetCurrentContext(ImPlotContext* ctx);
// Sets the current **ImGui** context. This is ONLY necessary if you are compiling
// ImPlot as a DLL (not recommended) separate from your ImGui compilation. It
// sets the global variable GImGui, which is not shared across DLL boundaries.
// See GImGui documentation in imgui.cpp for more details.
IMPLOT_API
CIMGUI_API void ImPlotSetImGuiContext(ImGuiContext* ctx);
//-----------------------------------------------------------------------------
// [SECTION] Begin/End Plot
//-----------------------------------------------------------------------------
// Starts a 2D plotting context. If this function returns true, EndPlot() MUST
// be called! You are encouraged to use the following convention:
//
// if (BeginPlot(...)) {
// PlotLine(...);
// ...
// EndPlot();
// }
//
// Important notes:
//
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MyPlot##HiddenIdText" or "##NoTitle").
// - #size is the **frame** size of the plot widget, not the plot area. The default
// size of plots (i.e. when ImVec2(0,0)) can be modified in your ImPlotStyle.
IMPLOT_API
CIMGUI_API bool ImPlotBeginPlot(const char* title_id); // Implied size = ImVec2(-1, 0), flags = 0
CIMGUI_API bool ImPlotBeginPlotEx(const char* title_id, ImVec2 size /* = ImVec2(-1, 0) */, ImPlotFlags flags /* = 0 */);
// Only call EndPlot() if BeginPlot() returns true! Typically called at the end
// of an if statement conditioned on BeginPlot(). See example above.
IMPLOT_API
CIMGUI_API void ImPlotEndPlot(void);
//-----------------------------------------------------------------------------
// [SECTION] Begin/End Subplots
//-----------------------------------------------------------------------------
// Starts a subdivided plotting context. If the function returns true,
// EndSubplots() MUST be called! Call BeginPlot/EndPlot AT MOST [rows*cols]
// times in between the begining and end of the subplot context. Plots are
// added in row major order.
//
// Example:
//
// if (BeginSubplots("My Subplot",2,3,ImVec2(800,400)) {
// for (int i = 0; i < 6; ++i) {
// if (BeginPlot(...)) {
// ImPlot::PlotLine(...);
// ...
// EndPlot();
// }
// }
// EndSubplots();
// }
//
// Produces:
//
// [0] | [1] | [2]
// ----|-----|----
// [3] | [4] | [5]
//
// Important notes:
//
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MySubplot##HiddenIdText" or "##NoTitle").
// - #rows and #cols must be greater than 0.
// - #size is the size of the entire grid of subplots, not the individual plots
// - #row_ratios and #col_ratios must have AT LEAST #rows and #cols elements,
// respectively. These are the sizes of the rows and columns expressed in ratios.
// If the user adjusts the dimensions, the arrays are updated with new ratios.
//
// Important notes regarding BeginPlot from inside of BeginSubplots:
//
// - The #title_id parameter of _BeginPlot_ (see above) does NOT have to be
// unique when called inside of a subplot context. Subplot IDs are hashed
// for your convenience so you don't have call PushID or generate unique title
// strings. Simply pass an empty string to BeginPlot unless you want to title
// each subplot.
// - The #size parameter of _BeginPlot_ (see above) is ignored when inside of a
// subplot context. The actual size of the subplot will be based on the
// #size value you pass to _BeginSubplots_ and #row/#col_ratios if provided.
IMPLOT_API
CIMGUI_API bool ImPlotBeginSubplots(const char* title_id, int rows, int cols, ImVec2 size, ImPlotSubplotFlags flags /* = 0 */); // Implied row_ratios = nullptr, col_ratios = nullptr
CIMGUI_API bool ImPlotBeginSubplotsEx(const char* title_id, int rows, int cols, ImVec2 size, ImPlotSubplotFlags flags /* = 0 */, float* row_ratios /* = nullptr */, float* col_ratios /* = nullptr */);
// Only call EndSubplots() if BeginSubplots() returns true! Typically called at the end
// of an if statement conditioned on BeginSublots(). See example above.
IMPLOT_API
CIMGUI_API void ImPlotEndSubplots(void);
//-----------------------------------------------------------------------------
// [SECTION] Setup
//-----------------------------------------------------------------------------
// The following API allows you to setup and customize various aspects of the
// current plot. The functions should be called immediately after BeginPlot
// and before any other API calls. Typical usage is as follows:
// if (BeginPlot(...)) { 1) begin a new plot
// SetupAxis(ImAxis_X1, "My X-Axis"); 2) make Setup calls
// SetupAxis(ImAxis_Y1, "My Y-Axis");
// SetupLegend(ImPlotLocation_North);
// ...
// SetupFinish(); 3) [optional] explicitly finish setup
// PlotLine(...); 4) plot items
// ...
// EndPlot(); 5) end the plot
// }
//
// Important notes:
//
// - Always call Setup code at the top of your BeginPlot conditional statement.
// - Setup is locked once you start plotting or explicitly call SetupFinish.
// Do NOT call Setup code after you begin plotting or after you make
// any non-Setup API calls (e.g. utils like PlotToPixels also lock Setup)
// - Calling SetupFinish is OPTIONAL, but probably good practice. If you do not
// call it yourself, then the first subsequent plotting or utility function will
// call it for you.
// Enables an axis or sets the label and/or flags for an existing axis. Leave #label = nullptr for no label.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxis(ImAxis axis); // Implied label = nullptr, flags = 0
CIMGUI_API void ImPlotSetupAxisEx(ImAxis axis, const char* label /* = nullptr */, ImPlotAxisFlags flags /* = 0 */);
// Sets an axis range limits. If ImPlotCond_Always is used, the axes limits will be locked. Inversion with v_min > v_max is not supported; use SetupAxisLimits instead.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisLimits(ImAxis axis, double v_min, double v_max); // Implied cond = ImPlotCond_Once
CIMGUI_API void ImPlotSetupAxisLimitsEx(ImAxis axis, double v_min, double v_max, ImPlotCond cond /* = ImPlotCond_Once */);
// Links an axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Sets the format of numeric axis labels via formater specifier (default="%g"). Formated values will be double (i.e. use %f).
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisFormat(ImAxis axis, const char* fmt);
// Sets the format of numeric axis labels via formatter callback. Given #value, write a label into #buff. Optionally pass user data.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisFormatImPlotFormatter(ImAxis axis, ImPlotFormatter formatter); // Implied data = nullptr
CIMGUI_API void ImPlotSetupAxisFormatImPlotFormatterEx(ImAxis axis, ImPlotFormatter formatter, void* data /* = nullptr */);
// Sets an axis' ticks and optionally the labels. To keep the default ticks, set #keep_default=true.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisTicks(ImAxis axis, const double* values, int n_ticks); // Implied labels = nullptr, keep_default = false
CIMGUI_API void ImPlotSetupAxisTicksEx(ImAxis axis, const double* values, int n_ticks, const char*const labels[] /* = nullptr */, bool keep_default /* = false */);
// Sets an axis' ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisTicksDouble(ImAxis axis, double v_min, double v_max, int n_ticks); // Implied labels = nullptr, keep_default = false
CIMGUI_API void ImPlotSetupAxisTicksDoubleEx(ImAxis axis, double v_min, double v_max, int n_ticks, const char*const labels[] /* = nullptr */, bool keep_default /* = false */);
// Sets an axis' scale using built-in options.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisScale(ImAxis axis, ImPlotScale scale);
// Sets an axis' scale using user supplied forward and inverse transfroms.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisScaleImPlotTransform(ImAxis axis, ImPlotTransform forward, ImPlotTransform inverse); // Implied data = nullptr
CIMGUI_API void ImPlotSetupAxisScaleImPlotTransformEx(ImAxis axis, ImPlotTransform forward, ImPlotTransform inverse, void* data /* = nullptr */);
// Sets an axis' limits constraints.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisLimitsConstraints(ImAxis axis, double v_min, double v_max);
// Sets an axis' zoom constraints.
IMPLOT_API
CIMGUI_API void ImPlotSetupAxisZoomConstraints(ImAxis axis, double z_min, double z_max);
// Sets the label and/or flags for primary X and Y axes (shorthand for two calls to SetupAxis).
IMPLOT_API
CIMGUI_API void ImPlotSetupAxes(const char* x_label, const char* y_label); // Implied x_flags = 0, y_flags = 0
CIMGUI_API void ImPlotSetupAxesEx(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags /* = 0 */, ImPlotAxisFlags y_flags /* = 0 */);
// Sets the primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API
CIMGUI_API void ImPlotSetupAxesLimits(double x_min, double x_max, double y_min, double y_max); // Implied cond = ImPlotCond_Once
CIMGUI_API void ImPlotSetupAxesLimitsEx(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond /* = ImPlotCond_Once */);
// Sets up the plot legend. This can also be called immediately after BeginSubplots when using ImPlotSubplotFlags_ShareItems.
IMPLOT_API
CIMGUI_API void ImPlotSetupLegend(ImPlotLocation location, ImPlotLegendFlags flags /* = 0 */);
// Set the location of the current plot's mouse position text (default = South|East).
IMPLOT_API
CIMGUI_API void ImPlotSetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags /* = 0 */);
// Explicitly finalize plot setup. Once you call this, you cannot make anymore Setup calls for the current plot!
// Note that calling this function is OPTIONAL; it will be called by the first subsequent setup-locking API call.
IMPLOT_API
CIMGUI_API void ImPlotSetupFinish(void);
//-----------------------------------------------------------------------------
// [SECTION] SetNext
//-----------------------------------------------------------------------------
// Though you should default to the `Setup` API above, there are some scenarios
// where (re)configuring a plot or axis before `BeginPlot` is needed (e.g. if
// using a preceding button or slider widget to change the plot limits). In
// this case, you can use the `SetNext` API below. While this is not as feature
// rich as the Setup API, most common needs are provided. These functions can be
// called anwhere except for inside of `Begin/EndPlot`. For example:
// if (ImGui::Button("Center Plot"))
// ImPlot::SetNextPlotLimits(-1,1,-1,1);
// if (ImPlot::BeginPlot(...)) {
// ...
// ImPlot::EndPlot();
// }
//
// Important notes:
//
// - You must still enable non-default axes with SetupAxis for these functions
// to work properly.
// Sets an upcoming axis range limits. If ImPlotCond_Always is used, the axes limits will be locked.
IMPLOT_API
CIMGUI_API void ImPlotSetNextAxisLimits(ImAxis axis, double v_min, double v_max); // Implied cond = ImPlotCond_Once
CIMGUI_API void ImPlotSetNextAxisLimitsEx(ImAxis axis, double v_min, double v_max, ImPlotCond cond /* = ImPlotCond_Once */);
// Links an upcoming axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot!
IMPLOT_API
CIMGUI_API void ImPlotSetNextAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Set an upcoming axis to auto fit to its data.
IMPLOT_API
CIMGUI_API void ImPlotSetNextAxisToFit(ImAxis axis);
// Sets the upcoming primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API
CIMGUI_API void ImPlotSetNextAxesLimits(double x_min, double x_max, double y_min, double y_max); // Implied cond = ImPlotCond_Once
CIMGUI_API void ImPlotSetNextAxesLimitsEx(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond /* = ImPlotCond_Once */);
// Sets all upcoming axes to auto fit to their data.
IMPLOT_API
CIMGUI_API void ImPlotSetNextAxesToFit(void);
//-----------------------------------------------------------------------------
// [SECTION] Plot Items
//-----------------------------------------------------------------------------
// The main plotting API is provied below. Call these functions between
// Begin/EndPlot and after any Setup API calls. Each plots data on the current
// x and y axes, which can be changed with `SetAxis/Axes`.
//
// The templated functions are explicitly instantiated in implot_items.cpp.
// They are not intended to be used generically with custom types. You will get
// a linker error if you try! All functions support the following scalar types:
//
// float, double, ImS8, ImU8, ImS16, ImU16, ImS32, ImU32, ImS64, ImU64
//
//
// If you need to plot custom or non-homogenous data you have a few options:
//
// 1. If your data is a simple struct/class (e.g. Vector2f), you can use striding.
// This is the most performant option if applicable.
//
// struct Vector2f { float X, Y; };
// ...
// Vector2f data[42];
// ImPlot::PlotLine("line", &data[0].x, &data[0].y, 42, 0, 0, sizeof(Vector2f));
//
// 2. Write a custom getter C function or C++ lambda and pass it and optionally your data to
// an ImPlot function post-fixed with a G (e.g. PlotScatterG). This has a slight performance
// cost, but probably not enough to worry about unless your data is very large. Examples:
//
// ImPlotPoint MyDataGetter(void* data, int idx) {
// MyData* my_data = (MyData*)data;
// ImPlotPoint p;
// p.x = my_data->GetTime(idx);
// p.y = my_data->GetValue(idx);
// return p
// }
// ...
// auto my_lambda = [](int idx, void*) {
// double t = idx / 999.0;
// return ImPlotPoint(t, 0.5+0.5*std::sin(2*PI*10*t));
// };
// ...
// if (ImPlot::BeginPlot("MyPlot")) {
// MyData my_data;
// ImPlot::PlotScatterG("scatter", MyDataGetter, &my_data, my_data.Size());
// ImPlot::PlotLineG("line", my_lambda, nullptr, 1000);
// ImPlot::EndPlot();
// }
//
// NB: All types are converted to double before plotting. You may lose information
// if you try plotting extremely large 64-bit integral types. Proceed with caution!
// Plots a standard 2D line plot.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotLineInt(const char* label_id, const T* values, int count); // Implied xscale = 1, xstart = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotLineIntEx(const char* label_id, const T* values, int count, double xscale /* = 1 */, double xstart /* = 0 */, ImPlotLineFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotLine(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotLineEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotLineG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotLineFlags flags /* = 0 */);
// Plots a standard 2D scatter plot. Default marker is ImPlotMarker_Circle.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotScatterInt(const char* label_id, const T* values, int count); // Implied xscale = 1, xstart = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotScatterIntEx(const char* label_id, const T* values, int count, double xscale /* = 1 */, double xstart /* = 0 */, ImPlotScatterFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotScatter(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotScatterEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotScatterG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotScatterFlags flags /* = 0 */);
// Plots a a stairstep graph. The y value is continued constantly to the right from every x position, i.e. the interval [x[i], x[i+1]) has the value y[i]
IMPLOT_TMP
CIMGUI_API void ImPlotPlotStairsInt(const char* label_id, const T* values, int count); // Implied xscale = 1, xstart = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotStairsIntEx(const char* label_id, const T* values, int count, double xscale /* = 1 */, double xstart /* = 0 */, ImPlotStairsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotStairs(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotStairsEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotStairsG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotStairsFlags flags /* = 0 */);
// Plots a shaded (filled) region between two lines, or a line and a horizontal reference. Set yref to +/-INFINITY for infinite fill extents.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotShadedInt(const char* label_id, const T* values, int count); // Implied yref = 0, xscale = 1, xstart = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotShadedIntEx(const char* label_id, const T* values, int count, double yref /* = 0 */, double xscale /* = 1 */, double xstart /* = 0 */, ImPlotShadedFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotShaded(const char* label_id, const T* xs, const T* ys, int count); // Implied yref = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotShadedEx(const char* label_id, const T* xs, const T* ys, int count, double yref /* = 0 */, ImPlotShadedFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotShadedTPtr(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotShadedTPtrEx(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotShadedG(const char* label_id, ImPlotGetter getter1, void* data1, ImPlotGetter getter2, void* data2, int count, ImPlotShadedFlags flags /* = 0 */);
// Plots a bar graph. Vertical by default. #bar_size and #shift are in plot units.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotBars(const char* label_id, const T* values, int count); // Implied bar_size = 0.67, shift = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotBarsEx(const char* label_id, const T* values, int count, double bar_size /* = 0.67 */, double shift /* = 0 */, ImPlotBarsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotBarsTPtr(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotBarsTPtrEx(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotBarsG(const char* label_id, ImPlotGetter getter, void* data, int count, double bar_size, ImPlotBarsFlags flags /* = 0 */);
// Plots a group of bars. #values is a row-major matrix with #item_count rows and #group_count cols. #label_ids should have #item_count elements.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotBarGroups(const char*const label_ids[], const T* values, int item_count, int group_count); // Implied group_size = 0.67, shift = 0, flags = 0
CIMGUI_API void ImPlotPlotBarGroupsEx(const char*const label_ids[], const T* values, int item_count, int group_count, double group_size /* = 0.67 */, double shift /* = 0 */, ImPlotBarGroupsFlags flags /* = 0 */);
// Plots vertical error bar. The label_id should be the same as the label_id of the associated line or bar plot.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotErrorBarsEx(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotErrorBarsTPtr(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotErrorBarsTPtrEx(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
// Plots stems. Vertical by default.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotStemsInt(const char* label_id, const T* values, int count); // Implied ref = 0, scale = 1, start = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotStemsIntEx(const char* label_id, const T* values, int count, double ref /* = 0 */, double scale /* = 1 */, double start /* = 0 */, ImPlotStemsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotStems(const char* label_id, const T* xs, const T* ys, int count); // Implied ref = 0, flags = 0, offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotStemsEx(const char* label_id, const T* xs, const T* ys, int count, double ref /* = 0 */, ImPlotStemsFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
// Plots infinite vertical or horizontal lines (e.g. for references or asymptotes).
IMPLOT_TMP
CIMGUI_API void ImPlotPlotInfLines(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotInfLinesEx(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
// Plots a pie chart. Center and radius are in plot units. #label_fmt can be set to nullptr for no labels.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotPieChartImPlotFormatter(const char*const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt); // Implied fmt_data = nullptr, angle0 = 90, flags = 0
CIMGUI_API void ImPlotPlotPieChartImPlotFormatterEx(const char*const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt, void* fmt_data /* = nullptr */, double angle0 /* = 90 */, ImPlotPieChartFlags flags /* = 0 */);
IMPLOT_TMP
CIMGUI_API void ImPlotPlotPieChart(const char*const label_ids[], const T* values, int count, double x, double y, double radius); // Implied label_fmt = "%.1f", angle0 = 90, flags = 0
CIMGUI_API void ImPlotPlotPieChartEx(const char*const label_ids[], const T* values, int count, double x, double y, double radius, const char* label_fmt /* = "%.1f" */, double angle0 /* = 90 */, ImPlotPieChartFlags flags /* = 0 */);
// Plots a 2D heatmap chart. Values are expected to be in row-major order by default. Leave #scale_min and scale_max both at 0 for automatic color scaling, or set them to a predefined range. #label_fmt can be set to nullptr for no labels.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotHeatmap(const char* label_id, const T* values, int rows, int cols); // Implied scale_min = 0, scale_max = 0, label_fmt = "%.1f", bounds_min = ImPlotPoint(0, 0), bounds_max = ImPlotPoint(1, 1), flags = 0
CIMGUI_API void ImPlotPlotHeatmapEx(const char* label_id, const T* values, int rows, int cols, double scale_min /* = 0 */, double scale_max /* = 0 */, const char* label_fmt /* = "%.1f" */, ImPlotPoint bounds_min /* = ImPlotPoint(0, 0) */, ImPlotPoint bounds_max /* = ImPlotPoint(1, 1) */, ImPlotHeatmapFlags flags /* = 0 */);
// Plots a horizontal histogram. #bins can be a positive integer or an ImPlotBin_ method. If #range is left unspecified, the min/max of #values will be used as the range.
// Otherwise, outlier values outside of the range are not binned. The largest bin count or density is returned.
IMPLOT_TMP
CIMGUI_API double ImPlotPlotHistogram(const char* label_id, const T* values, int count); // Implied bins = ImPlotBin_Sturges, bar_scale = 1.0, range = ImPlotRange(), flags = 0
CIMGUI_API double ImPlotPlotHistogramEx(const char* label_id, const T* values, int count, int bins /* = ImPlotBin_Sturges */, double bar_scale /* = 1.0 */, ImPlotRange range /* = ImPlotRange() */, ImPlotHistogramFlags flags /* = 0 */);
// Plots two dimensional, bivariate histogram as a heatmap. #x_bins and #y_bins can be a positive integer or an ImPlotBin. If #range is left unspecified, the min/max of
// #xs an #ys will be used as the ranges. Otherwise, outlier values outside of range are not binned. The largest bin count or density is returned.
IMPLOT_TMP
CIMGUI_API double ImPlotPlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count); // Implied x_bins = ImPlotBin_Sturges, y_bins = ImPlotBin_Sturges, range = ImPlotRect(), flags = 0
CIMGUI_API double ImPlotPlotHistogram2DEx(const char* label_id, const T* xs, const T* ys, int count, int x_bins /* = ImPlotBin_Sturges */, int y_bins /* = ImPlotBin_Sturges */, ImPlotRect range /* = ImPlotRect() */, ImPlotHistogramFlags flags /* = 0 */);
// Plots digital data. Digital plots do not respond to y drag or zoom, and are always referenced to the bottom of the plot.
IMPLOT_TMP
CIMGUI_API void ImPlotPlotDigital(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags /* = 0 */); // Implied offset = 0, stride = sizeof(T)
CIMGUI_API void ImPlotPlotDigitalEx(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags /* = 0 */, int offset /* = 0 */, int stride /* = sizeof(T) */);
IMPLOT_API
CIMGUI_API void ImPlotPlotDigitalG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotDigitalFlags flags /* = 0 */);
// Plots an axis-aligned image. #bounds_min/bounds_max are in plot coordinates (y-up) and #uv0/uv1 are in texture coordinates (y-down).
IMPLOT_API
CIMGUI_API void ImPlotPlotImage(const char* label_id, ImTextureID user_texture_id, ImPlotPoint bounds_min, ImPlotPoint bounds_max); // Implied uv0 = ImVec2(0, 0), uv1 = ImVec2(1, 1), tint_col = ImVec4(1, 1, 1, 1), flags = 0
CIMGUI_API void ImPlotPlotImageEx(const char* label_id, ImTextureID user_texture_id, ImPlotPoint bounds_min, ImPlotPoint bounds_max, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */, ImPlotImageFlags flags /* = 0 */);
// Plots a centered text label at point x,y with an optional pixel offset. Text color can be changed with ImPlot::PushStyleColor(ImPlotCol_InlayText, ...).
IMPLOT_API
CIMGUI_API void ImPlotPlotText(const char* text, double x, double y); // Implied pix_offset = ImVec2(0, 0), flags = 0
CIMGUI_API void ImPlotPlotTextEx(const char* text, double x, double y, ImVec2 pix_offset /* = ImVec2(0, 0) */, ImPlotTextFlags flags /* = 0 */);
// Plots a dummy item (i.e. adds a legend entry colored by ImPlotCol_Line)
IMPLOT_API
CIMGUI_API void ImPlotPlotDummy(const char* label_id, ImPlotDummyFlags flags /* = 0 */);
//-----------------------------------------------------------------------------
// [SECTION] Plot Tools
//-----------------------------------------------------------------------------
// The following can be used to render interactive elements and/or annotations.
// Like the item plotting functions above, they apply to the current x and y
// axes, which can be changed with `SetAxis/SetAxes`. These functions return true
// when user interaction causes the provided coordinates to change. Additional
// user interactions can be retrieved through the optional output parameters.
// Shows a draggable point at x,y. #col defaults to ImGuiCol_Text.
IMPLOT_API
CIMGUI_API bool ImPlotDragPoint(int id, double* x, double* y, ImVec4 col); // Implied size = 4, flags = 0, out_clicked = nullptr, out_hovered = nullptr, held = nullptr
CIMGUI_API bool ImPlotDragPointEx(int id, double* x, double* y, ImVec4 col, float size /* = 4 */, ImPlotDragToolFlags flags /* = 0 */, bool* out_clicked /* = nullptr */, bool* out_hovered /* = nullptr */, bool* held /* = nullptr */);
// Shows a draggable vertical guide line at an x-value. #col defaults to ImGuiCol_Text.
IMPLOT_API
CIMGUI_API bool ImPlotDragLineX(int id, double* x, ImVec4 col); // Implied thickness = 1, flags = 0, out_clicked = nullptr, out_hovered = nullptr, held = nullptr
CIMGUI_API bool ImPlotDragLineXEx(int id, double* x, ImVec4 col, float thickness /* = 1 */, ImPlotDragToolFlags flags /* = 0 */, bool* out_clicked /* = nullptr */, bool* out_hovered /* = nullptr */, bool* held /* = nullptr */);
// Shows a draggable horizontal guide line at a y-value. #col defaults to ImGuiCol_Text.
IMPLOT_API
CIMGUI_API bool ImPlotDragLineY(int id, double* y, ImVec4 col); // Implied thickness = 1, flags = 0, out_clicked = nullptr, out_hovered = nullptr, held = nullptr
CIMGUI_API bool ImPlotDragLineYEx(int id, double* y, ImVec4 col, float thickness /* = 1 */, ImPlotDragToolFlags flags /* = 0 */, bool* out_clicked /* = nullptr */, bool* out_hovered /* = nullptr */, bool* held /* = nullptr */);
// Shows a draggable and resizeable rectangle.
IMPLOT_API
CIMGUI_API bool ImPlotDragRect(int id, double* x1, double* y1, double* x2, double* y2, ImVec4 col, ImPlotDragToolFlags flags /* = 0 */); // Implied out_clicked = nullptr, out_hovered = nullptr, held = nullptr
CIMGUI_API bool ImPlotDragRectEx(int id, double* x1, double* y1, double* x2, double* y2, ImVec4 col, ImPlotDragToolFlags flags /* = 0 */, bool* out_clicked /* = nullptr */, bool* out_hovered /* = nullptr */, bool* held /* = nullptr */);
// Shows an annotation callout at a chosen point. Clamping keeps annotations in the plot area. Annotations are always rendered on top.
IMPLOT_API
CIMGUI_API void ImPlotAnnotation(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp); // Implied round = false
CIMGUI_API void ImPlotAnnotationEx(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, bool round /* = false */);
IMPLOT_API
CIMGUI_API void ImPlotAnnotationStr(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, const char* fmt, ...) IM_FMTARGS(6);
IMPLOT_API
CIMGUI_API void ImPlotAnnotationV(double x, double y, ImVec4 col, ImVec2 pix_offset, bool clamp, const char* fmt, va_list args) IM_FMTLIST(6);
// Shows a x-axis tag at the specified coordinate value.
IMPLOT_API
CIMGUI_API void ImPlotTagX(double x, ImVec4 col); // Implied round = false
CIMGUI_API void ImPlotTagXEx(double x, ImVec4 col, bool round /* = false */);
IMPLOT_API
CIMGUI_API void ImPlotTagXStr(double x, ImVec4 col, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API
CIMGUI_API void ImPlotTagXV(double x, ImVec4 col, const char* fmt, va_list args) IM_FMTLIST(3);
// Shows a y-axis tag at the specified coordinate value.
IMPLOT_API
CIMGUI_API void ImPlotTagY(double y, ImVec4 col); // Implied round = false
CIMGUI_API void ImPlotTagYEx(double y, ImVec4 col, bool round /* = false */);
IMPLOT_API
CIMGUI_API void ImPlotTagYStr(double y, ImVec4 col, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API
CIMGUI_API void ImPlotTagYV(double y, ImVec4 col, const char* fmt, va_list args) IM_FMTLIST(3);
//-----------------------------------------------------------------------------
// [SECTION] Plot Utils
//-----------------------------------------------------------------------------
// Select which axis/axes will be used for subsequent plot elements.
IMPLOT_API
CIMGUI_API void ImPlotSetAxis(ImAxis axis);
IMPLOT_API
CIMGUI_API void ImPlotSetAxes(ImAxis x_axis, ImAxis y_axis);
// Convert pixels to a position in the current plot's coordinate system. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API
CIMGUI_API ImPlotPoint ImPlotPixelsToPlot(ImVec2 pix); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImPlotPoint ImPlotPixelsToPlotEx(ImVec2 pix, ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
IMPLOT_API
CIMGUI_API ImPlotPoint ImPlotPixelsToPlotFloat(float x, float y); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImPlotPoint ImPlotPixelsToPlotFloatEx(float x, float y, ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
// Convert a position in the current plot's coordinate system to pixels. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API
CIMGUI_API ImVec2 ImPlotPlotToPixels(ImPlotPoint plt); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImVec2 ImPlotPlotToPixelsEx(ImPlotPoint plt, ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
IMPLOT_API
CIMGUI_API ImVec2 ImPlotPlotToPixelsDouble(double x, double y); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImVec2 ImPlotPlotToPixelsDoubleEx(double x, double y, ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
// Get the current Plot position (top-left) in pixels.
IMPLOT_API
CIMGUI_API ImVec2 ImPlotGetPlotPos(void);
// Get the curent Plot size in pixels.
IMPLOT_API
CIMGUI_API ImVec2 ImPlotGetPlotSize(void);
// Returns the mouse position in x,y coordinates of the current plot. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API
CIMGUI_API ImPlotPoint ImPlotGetPlotMousePos(void); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImPlotPoint ImPlotGetPlotMousePosEx(ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
// Returns the current plot axis range.
IMPLOT_API
CIMGUI_API ImPlotRect ImPlotGetPlotLimits(void); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImPlotRect ImPlotGetPlotLimitsEx(ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
// Returns true if the plot area in the current plot is hovered.
IMPLOT_API
CIMGUI_API bool ImPlotIsPlotHovered(void);
// Returns true if the axis label area in the current plot is hovered.
IMPLOT_API
CIMGUI_API bool ImPlotIsAxisHovered(ImAxis axis);
// Returns true if the bounding frame of a subplot is hovered.
IMPLOT_API
CIMGUI_API bool ImPlotIsSubplotsHovered(void);
// Returns true if the current plot is being box selected.
IMPLOT_API
CIMGUI_API bool ImPlotIsPlotSelected(void);
// Returns the current plot box selection bounds. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API
CIMGUI_API ImPlotRect ImPlotGetPlotSelection(void); // Implied x_axis = IMPLOT_AUTO, y_axis = IMPLOT_AUTO
CIMGUI_API ImPlotRect ImPlotGetPlotSelectionEx(ImAxis x_axis /* = IMPLOT_AUTO */, ImAxis y_axis /* = IMPLOT_AUTO */);
// Cancels a the current plot box selection.
IMPLOT_API
CIMGUI_API void ImPlotCancelPlotSelection(void);
// Hides or shows the next plot item (i.e. as if it were toggled from the legend).
// Use ImPlotCond_Always if you need to forcefully set this every frame.
IMPLOT_API
CIMGUI_API void ImPlotHideNextItem(void); // Implied hidden = true, cond = ImPlotCond_Once
CIMGUI_API void ImPlotHideNextItemEx(bool hidden /* = true */, ImPlotCond cond /* = ImPlotCond_Once */);
// Use the following around calls to Begin/EndPlot to align l/r/t/b padding.
// Consider using Begin/EndSubplots first. They are more feature rich and
// accomplish the same behaviour by default. The functions below offer lower
// level control of plot alignment.
// Align axis padding over multiple plots in a single row or column. #group_id must
// be unique. If this function returns true, EndAlignedPlots() must be called.
IMPLOT_API
CIMGUI_API bool ImPlotBeginAlignedPlots(const char* group_id); // Implied vertical = true
CIMGUI_API bool ImPlotBeginAlignedPlotsEx(const char* group_id, bool vertical /* = true */);
// Only call EndAlignedPlots() if BeginAlignedPlots() returns true!
IMPLOT_API
CIMGUI_API void ImPlotEndAlignedPlots(void);
//-----------------------------------------------------------------------------
// [SECTION] Legend Utils
//-----------------------------------------------------------------------------
// Begin a popup for a legend entry.
IMPLOT_API
CIMGUI_API bool ImPlotBeginLegendPopup(const char* label_id); // Implied mouse_button = 1
CIMGUI_API bool ImPlotBeginLegendPopupEx(const char* label_id, ImGuiMouseButton mouse_button /* = 1 */);
// End a popup for a legend entry.
IMPLOT_API
CIMGUI_API void ImPlotEndLegendPopup(void);
// Returns true if a plot item legend entry is hovered.
IMPLOT_API
CIMGUI_API bool ImPlotIsLegendEntryHovered(const char* label_id);
//-----------------------------------------------------------------------------
// [SECTION] Drag and Drop
//-----------------------------------------------------------------------------
// Turns the current plot's plotting area into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropTargetPlot(void);
// Turns the current plot's X-axis into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropTargetAxis(ImAxis axis);
// Turns the current plot's legend into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropTargetLegend(void);
// Ends a drag and drop target (currently just an alias for ImGui::EndDragDropTarget).
IMPLOT_API
CIMGUI_API void ImPlotEndDragDropTarget(void);
// NB: By default, plot and axes drag and drop *sources* require holding the Ctrl modifier to initiate the drag.
// You can change the modifier if desired. If ImGuiMod_None is provided, the axes will be locked from panning.
// Turns the current plot's plotting area into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropSourcePlot(ImGuiDragDropFlags flags /* = 0 */);
// Turns the current plot's X-axis into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropSourceAxis(ImAxis axis, ImGuiDragDropFlags flags /* = 0 */);
// Turns an item in the current plot's legend into drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API
CIMGUI_API bool ImPlotBeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags /* = 0 */);
// Ends a drag and drop source (currently just an alias for ImGui::EndDragDropSource).
IMPLOT_API
CIMGUI_API void ImPlotEndDragDropSource(void);
//-----------------------------------------------------------------------------
// [SECTION] Styling
//-----------------------------------------------------------------------------
// Styling colors in ImPlot works similarly to styling colors in ImGui, but
// with one important difference. Like ImGui, all style colors are stored in an
// indexable array in ImPlotStyle. You can permanently modify these values through
// GetStyle().Colors, or temporarily modify them with Push/Pop functions below.
// However, by default all style colors in ImPlot default to a special color
// IMPLOT_AUTO_COL. The behavior of this color depends upon the style color to
// which it as applied:
//
// 1) For style colors associated with plot items (e.g. ImPlotCol_Line),
// IMPLOT_AUTO_COL tells ImPlot to color the item with the next unused
// color in the current colormap. Thus, every item will have a different
// color up to the number of colors in the colormap, at which point the
// colormap will roll over. For most use cases, you should not need to
// set these style colors to anything but IMPLOT_COL_AUTO; you are
// probably better off changing the current colormap. However, if you
// need to explicitly color a particular item you may either Push/Pop
// the style color around the item in question, or use the SetNextXXXStyle
// API below. If you permanently set one of these style colors to a specific
// color, or forget to call Pop, then all subsequent items will be styled
// with the color you set.
//
// 2) For style colors associated with plot styling (e.g. ImPlotCol_PlotBg),
// IMPLOT_AUTO_COL tells ImPlot to set that color from color data in your
// **ImGuiStyle**. The ImGuiCol_ that these style colors default to are
// detailed above, and in general have been mapped to produce plots visually
// consistent with your current ImGui style. Of course, you are free to
// manually set these colors to whatever you like, and further can Push/Pop
// them around individual plots for plot-specific styling (e.g. coloring axes).
// Provides access to plot style structure for permanant modifications to colors, sizes, etc.
IMPLOT_API
CIMGUI_API ImPlotStyle* ImPlotGetStyle(void);
// Style plot colors for current ImGui style (default).
IMPLOT_API
CIMGUI_API void ImPlotStyleColorsAuto(void); // Implied dst = nullptr
CIMGUI_API void ImPlotStyleColorsAutoEx(ImPlotStyle* dst /* = nullptr */);
// Style plot colors for ImGui "Classic".
IMPLOT_API
CIMGUI_API void ImPlotStyleColorsClassic(void); // Implied dst = nullptr
CIMGUI_API void ImPlotStyleColorsClassicEx(ImPlotStyle* dst /* = nullptr */);
// Style plot colors for ImGui "Dark".
IMPLOT_API
CIMGUI_API void ImPlotStyleColorsDark(void); // Implied dst = nullptr
CIMGUI_API void ImPlotStyleColorsDarkEx(ImPlotStyle* dst /* = nullptr */);
// Style plot colors for ImGui "Light".
IMPLOT_API
CIMGUI_API void ImPlotStyleColorsLight(void); // Implied dst = nullptr
CIMGUI_API void ImPlotStyleColorsLightEx(ImPlotStyle* dst /* = nullptr */);
// Use PushStyleX to temporarily modify your ImPlotStyle. The modification
// will last until the matching call to PopStyleX. You MUST call a pop for
// every push, otherwise you will leak memory! This behaves just like ImGui.
// Temporarily modify a style color. Don't forget to call PopStyleColor!
IMPLOT_API
CIMGUI_API void ImPlotPushStyleColor(ImPlotCol idx, ImU32 col);
IMPLOT_API
CIMGUI_API void ImPlotPushStyleColorImVec4(ImPlotCol idx, ImVec4 col);
// Undo temporary style color modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API
CIMGUI_API void ImPlotPopStyleColor(void); // Implied count = 1
CIMGUI_API void ImPlotPopStyleColorEx(int count /* = 1 */);
// Temporarily modify a style variable of float type. Don't forget to call PopStyleVar!
IMPLOT_API
CIMGUI_API void ImPlotPushStyleVar(ImPlotStyleVar idx, float val);
// Temporarily modify a style variable of int type. Don't forget to call PopStyleVar!
IMPLOT_API
CIMGUI_API void ImPlotPushStyleVarInt(ImPlotStyleVar idx, int val);
// Temporarily modify a style variable of ImVec2 type. Don't forget to call PopStyleVar!
IMPLOT_API
CIMGUI_API void ImPlotPushStyleVarImVec2(ImPlotStyleVar idx, ImVec2 val);
// Undo temporary style variable modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API
CIMGUI_API void ImPlotPopStyleVar(void); // Implied count = 1
CIMGUI_API void ImPlotPopStyleVarEx(int count /* = 1 */);
// The following can be used to modify the style of the next plot item ONLY. They do
// NOT require calls to PopStyleX. Leave style attributes you don't want modified to
// IMPLOT_AUTO or IMPLOT_AUTO_COL. Automatic styles will be deduced from the current
// values in your ImPlotStyle or from Colormap data.
// Set the line color and weight for the next item only.
IMPLOT_API
CIMGUI_API void ImPlotSetNextLineStyle(void); // Implied col = IMPLOT_AUTO_COL, weight = IMPLOT_AUTO
CIMGUI_API void ImPlotSetNextLineStyleEx(ImVec4 col /* = IMPLOT_AUTO_COL */, float weight /* = IMPLOT_AUTO */);
// Set the fill color for the next item only.
IMPLOT_API
CIMGUI_API void ImPlotSetNextFillStyle(void); // Implied col = IMPLOT_AUTO_COL, alpha_mod = IMPLOT_AUTO
CIMGUI_API void ImPlotSetNextFillStyleEx(ImVec4 col /* = IMPLOT_AUTO_COL */, float alpha_mod /* = IMPLOT_AUTO */);
// Set the marker style for the next item only.
IMPLOT_API
CIMGUI_API void ImPlotSetNextMarkerStyle(void); // Implied marker = IMPLOT_AUTO, size = IMPLOT_AUTO, fill = IMPLOT_AUTO_COL, weight = IMPLOT_AUTO, outline = IMPLOT_AUTO_COL
CIMGUI_API void ImPlotSetNextMarkerStyleEx(ImPlotMarker marker /* = IMPLOT_AUTO */, float size /* = IMPLOT_AUTO */, ImVec4 fill /* = IMPLOT_AUTO_COL */, float weight /* = IMPLOT_AUTO */, ImVec4 outline /* = IMPLOT_AUTO_COL */);
// Set the error bar style for the next item only.
IMPLOT_API
CIMGUI_API void ImPlotSetNextErrorBarStyle(void); // Implied col = IMPLOT_AUTO_COL, size = IMPLOT_AUTO, weight = IMPLOT_AUTO
CIMGUI_API void ImPlotSetNextErrorBarStyleEx(ImVec4 col /* = IMPLOT_AUTO_COL */, float size /* = IMPLOT_AUTO */, float weight /* = IMPLOT_AUTO */);
// Gets the last item primary color (i.e. its legend icon color)
IMPLOT_API
CIMGUI_API ImVec4 ImPlotGetLastItemColor(void);
// Returns the null terminated string name for an ImPlotCol.
IMPLOT_API
CIMGUI_API const char* ImPlotGetStyleColorName(ImPlotCol idx);
// Returns the null terminated string name for an ImPlotMarker.
IMPLOT_API
CIMGUI_API const char* ImPlotGetMarkerName(ImPlotMarker idx);
//-----------------------------------------------------------------------------
// [SECTION] Colormaps
//-----------------------------------------------------------------------------
// Item styling is based on colormaps when the relevant ImPlotCol_XXX is set to
// IMPLOT_AUTO_COL (default). Several built-in colormaps are available. You can
// add and then push/pop your own colormaps as well. To permanently set a colormap,
// modify the Colormap index member of your ImPlotStyle.
// Colormap data will be ignored and a custom color will be used if you have done one of the following:
// 1) Modified an item style color in your ImPlotStyle to anything other than IMPLOT_AUTO_COL.
// 2) Pushed an item style color using PushStyleColor().
// 3) Set the next item style with a SetNextXXXStyle function.
// Add a new colormap. The color data will be copied. The colormap can be used by pushing either the returned index or the
// string name with PushColormap. The colormap name must be unique and the size must be greater than 1. You will receive
// an assert otherwise! By default colormaps are considered to be qualitative (i.e. discrete). If you want to create a
// continuous colormap, set #qual=false. This will treat the colors you provide as keys, and ImPlot will build a linearly
// interpolated lookup table. The memory footprint of this table will be exactly ((size-1)*255+1)*4 bytes.
IMPLOT_API
CIMGUI_API ImPlotColormap ImPlotAddColormap(const char* name, const ImVec4* cols, int size); // Implied qual = true
CIMGUI_API ImPlotColormap ImPlotAddColormapEx(const char* name, const ImVec4* cols, int size, bool qual /* = true */);
IMPLOT_API
CIMGUI_API ImPlotColormap ImPlotAddColormapImU32Ptr(const char* name, const ImU32* cols, int size); // Implied qual = true
CIMGUI_API ImPlotColormap ImPlotAddColormapImU32PtrEx(const char* name, const ImU32* cols, int size, bool qual /* = true */);
// Returns the number of available colormaps (i.e. the built-in + user-added count).
IMPLOT_API
CIMGUI_API int ImPlotGetColormapCount(void);
// Returns a null terminated string name for a colormap given an index. Returns nullptr if index is invalid.
IMPLOT_API
CIMGUI_API const char* ImPlotGetColormapName(ImPlotColormap cmap);
// Returns an index number for a colormap given a valid string name. Returns -1 if name is invalid.
IMPLOT_API
CIMGUI_API ImPlotColormap ImPlotGetColormapIndex(const char* name);
// Temporarily switch to one of the built-in (i.e. ImPlotColormap_XXX) or user-added colormaps (i.e. a return value of AddColormap). Don't forget to call PopColormap!
IMPLOT_API
CIMGUI_API void ImPlotPushColormap(ImPlotColormap cmap);
// Push a colormap by string name. Use built-in names such as "Default", "Deep", "Jet", etc. or a string you provided to AddColormap. Don't forget to call PopColormap!
IMPLOT_API
CIMGUI_API void ImPlotPushColormapStr(const char* name);
// Undo temporary colormap modification(s). Undo multiple pushes at once by increasing count.
IMPLOT_API
CIMGUI_API void ImPlotPopColormap(void); // Implied count = 1
CIMGUI_API void ImPlotPopColormapEx(int count /* = 1 */);
// Returns the next color from the current colormap and advances the colormap for the current plot.
// Can also be used with no return value to skip colors if desired. You need to call this between Begin/EndPlot!
IMPLOT_API
CIMGUI_API ImVec4 ImPlotNextColormapColor(void);
// Colormap utils. If cmap = IMPLOT_AUTO (default), the current colormap is assumed.
// Pass an explicit colormap index (built-in or user-added) to specify otherwise.
// Returns the size of a colormap.
IMPLOT_API
CIMGUI_API int ImPlotGetColormapSize(void); // Implied cmap = IMPLOT_AUTO
CIMGUI_API int ImPlotGetColormapSizeEx(ImPlotColormap cmap /* = IMPLOT_AUTO */);
// Returns a color from a colormap given an index >= 0 (modulo will be performed).
IMPLOT_API
CIMGUI_API ImVec4 ImPlotGetColormapColor(int idx); // Implied cmap = IMPLOT_AUTO
CIMGUI_API ImVec4 ImPlotGetColormapColorEx(int idx, ImPlotColormap cmap /* = IMPLOT_AUTO */);
// Sample a color from the current colormap given t between 0 and 1.
IMPLOT_API
CIMGUI_API ImVec4 ImPlotSampleColormap(float t); // Implied cmap = IMPLOT_AUTO
CIMGUI_API ImVec4 ImPlotSampleColormapEx(float t, ImPlotColormap cmap /* = IMPLOT_AUTO */);
// Shows a vertical color scale with linear spaced ticks using the specified color map. Use double hashes to hide label (e.g. "##NoLabel"). If scale_min > scale_max, the scale to color mapping will be reversed.
IMPLOT_API
CIMGUI_API void ImPlotColormapScale(const char* label, double scale_min, double scale_max); // Implied size = ImVec2(0, 0), format = "%g", flags = 0, cmap = IMPLOT_AUTO
CIMGUI_API void ImPlotColormapScaleEx(const char* label, double scale_min, double scale_max, ImVec2 size /* = ImVec2(0, 0) */, const char* format /* = "%g" */, ImPlotColormapScaleFlags flags /* = 0 */, ImPlotColormap cmap /* = IMPLOT_AUTO */);
// Shows a horizontal slider with a colormap gradient background. Optionally returns the color sampled at t in [0 1].
IMPLOT_API
CIMGUI_API bool ImPlotColormapSlider(const char* label, float* t); // Implied out = nullptr, format = "", cmap = IMPLOT_AUTO
CIMGUI_API bool ImPlotColormapSliderEx(const char* label, float* t, ImVec4* out /* = nullptr */, const char* format /* = "" */, ImPlotColormap cmap /* = IMPLOT_AUTO */);
// Shows a button with a colormap gradient brackground.
IMPLOT_API
CIMGUI_API bool ImPlotColormapButton(const char* label); // Implied size = ImVec2(0, 0), cmap = IMPLOT_AUTO
CIMGUI_API bool ImPlotColormapButtonEx(const char* label, ImVec2 size /* = ImVec2(0, 0) */, ImPlotColormap cmap /* = IMPLOT_AUTO */);
// When items in a plot sample their color from a colormap, the color is cached and does not change
// unless explicitly overriden. Therefore, if you change the colormap after the item has already been plotted,
// item colors will NOT update. If you need item colors to resample the new colormap, then use this
// function to bust the cached colors. If #plot_title_id is nullptr, then every item in EVERY existing plot
// will be cache busted. Otherwise only the plot specified by #plot_title_id will be busted. For the
// latter, this function must be called in the same ImGui ID scope that the plot is in. You should rarely if ever
// need this function, but it is available for applications that require runtime colormap swaps (e.g. Heatmaps demo).
IMPLOT_API
CIMGUI_API void ImPlotBustColorCache(void); // Implied plot_title_id = nullptr
CIMGUI_API void ImPlotBustColorCacheEx(const char* plot_title_id /* = nullptr */);
//-----------------------------------------------------------------------------
// [SECTION] Input Mapping
//-----------------------------------------------------------------------------
// Provides access to input mapping structure for permanant modifications to controls for pan, select, etc.
IMPLOT_API
CIMGUI_API ImPlotInputMap* ImPlotGetInputMap(void);
// Default input mapping: pan = LMB drag, box select = RMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API
CIMGUI_API void ImPlotMapInputDefault(void); // Implied dst = nullptr
CIMGUI_API void ImPlotMapInputDefaultEx(ImPlotInputMap* dst /* = nullptr */);
// Reverse input mapping: pan = RMB drag, box select = LMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API
CIMGUI_API void ImPlotMapInputReverse(void); // Implied dst = nullptr
CIMGUI_API void ImPlotMapInputReverseEx(ImPlotInputMap* dst /* = nullptr */);
//-----------------------------------------------------------------------------
// [SECTION] Miscellaneous
//-----------------------------------------------------------------------------
// Render icons similar to those that appear in legends (nifty for data lists).
IMPLOT_API
CIMGUI_API void ImPlotItemIcon(ImVec4 col);
IMPLOT_API
CIMGUI_API void ImPlotItemIconImU32(ImU32 col);
IMPLOT_API
CIMGUI_API void ImPlotColormapIcon(ImPlotColormap cmap);
// Get the plot draw list for custom rendering to the current plot area. Call between Begin/EndPlot.
IMPLOT_API
CIMGUI_API ImDrawList* ImPlotGetPlotDrawList(void);
// Push clip rect for rendering to current plot area. The rect can be expanded or contracted by #expand pixels. Call between Begin/EndPlot.
IMPLOT_API
CIMGUI_API void ImPlotPushPlotClipRect(void); // Implied expand = 0
CIMGUI_API void ImPlotPushPlotClipRectEx(float expand /* = 0 */);
// Pop plot clip rect. Call between Begin/EndPlot.
IMPLOT_API
CIMGUI_API void ImPlotPopPlotClipRect(void);
// Shows ImPlot style selector dropdown menu.
IMPLOT_API
CIMGUI_API bool ImPlotShowStyleSelector(const char* label);
// Shows ImPlot colormap selector dropdown menu.
IMPLOT_API
CIMGUI_API bool ImPlotShowColormapSelector(const char* label);
// Shows ImPlot input map selector dropdown menu.
IMPLOT_API
CIMGUI_API bool ImPlotShowInputMapSelector(const char* label);
// Shows ImPlot style editor block (not a window).
IMPLOT_API
CIMGUI_API void ImPlotShowStyleEditor(void); // Implied ref = nullptr
CIMGUI_API void ImPlotShowStyleEditorEx(ImPlotStyle* ref /* = nullptr */);
// Add basic help/info block for end users (not a window).
IMPLOT_API
CIMGUI_API void ImPlotShowUserGuide(void);
// Shows ImPlot metrics/debug information window.
IMPLOT_API
CIMGUI_API void ImPlotShowMetricsWindow(void); // Implied p_popen = nullptr
CIMGUI_API void ImPlotShowMetricsWindowEx(bool* p_popen /* = nullptr */);
//-----------------------------------------------------------------------------
// [SECTION] Demo
//-----------------------------------------------------------------------------
// Shows the ImPlot demo window (add implot_demo.cpp to your sources!)
IMPLOT_API
CIMGUI_API void ImPlotShowDemoWindow(void); // Implied p_open = nullptr
CIMGUI_API void ImPlotShowDemoWindowEx(bool* p_open /* = nullptr */);
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_impl_dx11.h | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "cimgui.h"
#ifndef IMGUI_DISABLE
typedef struct ID3D11Device ID3D11Device;
typedef struct ID3D11DeviceContext ID3D11DeviceContext;
typedef struct ImDrawData_t ImDrawData;
CIMGUI_IMPL_API bool cImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
CIMGUI_IMPL_API void cImGui_ImplDX11_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplDX11_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
CIMGUI_IMPL_API void cImGui_ImplDX11_InvalidateDeviceObjects(void);
CIMGUI_IMPL_API bool cImGui_ImplDX11_CreateDeviceObjects(void);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/imgui/cimgui_memory_editor.cpp | // THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
// By-value struct conversions
// Function stubs
#include "imgui.h"
#include "imgui_memory_editor.h"
namespace cimgui
{
#include "cimgui_memory_editor.h"
}
// CIMGUI_API cimgui::MemoryEditor* cimgui::MemoryEditor_Loader(void)
// {
// return reinterpret_cast<::cimgui::MemoryEditor*>(&::MemoryEditor::MemoryEditor());
// }
CIMGUI_API void cimgui::MemoryEditor_GotoAddrAndHighlight(cimgui::MemoryEditor* self, size_t addr_min, size_t addr_max)
{
reinterpret_cast<::MemoryEditor*>(self)->GotoAddrAndHighlight(addr_min, addr_max);
}
CIMGUI_API void cimgui::MemoryEditor_CalcSizes(cimgui::MemoryEditor* self, cimgui::MemoryEditor_Sizes* s, size_t mem_size, size_t base_display_addr)
{
reinterpret_cast<::MemoryEditor*>(self)->CalcSizes(reinterpret_cast<::MemoryEditor::Sizes&>(*s), mem_size, base_display_addr);
}
CIMGUI_API void cimgui::MemoryEditor_DrawWindow(cimgui::MemoryEditor* self, const char* title, void* mem_data, size_t mem_size)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawWindow(title, mem_data, mem_size);
}
CIMGUI_API void cimgui::MemoryEditor_DrawWindowEx(cimgui::MemoryEditor* self, const char* title, void* mem_data, size_t mem_size, size_t base_display_addr)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawWindow(title, mem_data, mem_size, base_display_addr);
}
CIMGUI_API void cimgui::MemoryEditor_DrawContents(cimgui::MemoryEditor* self, void* mem_data_void, size_t mem_size)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawContents(mem_data_void, mem_size);
}
CIMGUI_API void cimgui::MemoryEditor_DrawContentsEx(cimgui::MemoryEditor* self, void* mem_data_void, size_t mem_size, size_t base_display_addr)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawContents(mem_data_void, mem_size, base_display_addr);
}
CIMGUI_API void cimgui::MemoryEditor_DrawOptionsLine(cimgui::MemoryEditor* self, cimgui::MemoryEditor_Sizes s, void* mem_data, size_t mem_size, size_t base_display_addr)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawOptionsLine(reinterpret_cast<const ::MemoryEditor::Sizes&>(s), mem_data, mem_size, base_display_addr);
}
CIMGUI_API void cimgui::MemoryEditor_DrawPreviewLine(cimgui::MemoryEditor* self, cimgui::MemoryEditor_Sizes s, void* mem_data_void, size_t mem_size, size_t base_display_addr)
{
reinterpret_cast<::MemoryEditor*>(self)->DrawPreviewLine(reinterpret_cast<const ::MemoryEditor::Sizes&>(s), mem_data_void, mem_size, base_display_addr);
}
CIMGUI_API const char* cimgui::MemoryEditor_DataTypeGetDesc(const cimgui::MemoryEditor* self, ImGuiDataType data_type)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->DataTypeGetDesc(data_type);
}
CIMGUI_API size_t cimgui::MemoryEditor_DataTypeGetSize(const cimgui::MemoryEditor* self, ImGuiDataType data_type)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->DataTypeGetSize(data_type);
}
CIMGUI_API const char* cimgui::MemoryEditor_DataFormatGetDesc(const cimgui::MemoryEditor* self, cimgui::DataFormat data_format)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->DataFormatGetDesc(static_cast<::MemoryEditor::DataFormat>(data_format));
}
CIMGUI_API bool cimgui::MemoryEditor_IsBigEndian(const cimgui::MemoryEditor* self)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->IsBigEndian();
}
CIMGUI_API void* cimgui::MemoryEditor_EndianessCopyBigEndian(cimgui::MemoryEditor* self, void* _dst, void* _src, size_t s, int is_little_endian)
{
return reinterpret_cast<::MemoryEditor*>(self)->MemoryEditor::EndianessCopyBigEndian(_dst, _src, s, is_little_endian);
}
CIMGUI_API void* cimgui::MemoryEditor_EndianessCopyLittleEndian(cimgui::MemoryEditor* self, void* _dst, void* _src, size_t s, int is_little_endian)
{
return reinterpret_cast<::MemoryEditor*>(self)->MemoryEditor::EndianessCopyLittleEndian(_dst, _src, s, is_little_endian);
}
CIMGUI_API void* cimgui::MemoryEditor_EndianessCopy(const cimgui::MemoryEditor* self, void* dst, void* src, size_t size)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->EndianessCopy(dst, src, size);
}
CIMGUI_API const char* cimgui::MemoryEditor_FormatBinary(const cimgui::MemoryEditor* self, const uint8_t* buf, int width)
{
return reinterpret_cast<const ::MemoryEditor*>(self)->FormatBinary(buf, width);
}
CIMGUI_API void cimgui::MemoryEditor_DrawPreviewData(const cimgui::MemoryEditor* self, size_t addr, const ImU8* mem_data, size_t mem_size, ImGuiDataType data_type, cimgui::DataFormat data_format, char* out_buf, size_t out_buf_size)
{
reinterpret_cast<const ::MemoryEditor*>(self)->DrawPreviewData(addr, mem_data, mem_size, data_type, static_cast<::MemoryEditor::DataFormat>(data_format), out_buf, out_buf_size);
}
|
0 | repos/zig_workbench/BaseImGui/lib | repos/zig_workbench/BaseImGui/lib/opengl/gl.h | /**
* This file has no copyright assigned and is placed in the Public Domain.
* This file is part of the mingw-w64 runtime package.
* No warranty is given; refer to the file DISCLAIMER.PD within this package.
*/
#ifndef __gl_h_
#ifndef __GL_H__
#define __gl_h_
#define __GL_H__
#if !(defined(WINGDIAPI) && defined(APIENTRY))
#include <windows.h>
#else
#include <stddef.h>
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;
#define GL_VERSION_1_1 1
#define GL_ACCUM 0x0100
#define GL_LOAD 0x0101
#define GL_RETURN 0x0102
#define GL_MULT 0x0103
#define GL_ADD 0x0104
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
#define GL_CURRENT_BIT 0x00000001
#define GL_POINT_BIT 0x00000002
#define GL_LINE_BIT 0x00000004
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_VIEWPORT_BIT 0x00000800
#define GL_TRANSFORM_BIT 0x00001000
#define GL_ENABLE_BIT 0x00002000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_HINT_BIT 0x00008000
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000fffff
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_TRUE 1
#define GL_FALSE 0
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_DOUBLE 0x140A
#define GL_NONE 0
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_2D 0x0600
#define GL_3D 0x0601
#define GL_3D_COLOR 0x0602
#define GL_3D_COLOR_TEXTURE 0x0603
#define GL_4D_COLOR_TEXTURE 0x0604
#define GL_PASS_THROUGH_TOKEN 0x0700
#define GL_POINT_TOKEN 0x0701
#define GL_LINE_TOKEN 0x0702
#define GL_POLYGON_TOKEN 0x0703
#define GL_BITMAP_TOKEN 0x0704
#define GL_DRAW_PIXEL_TOKEN 0x0705
#define GL_COPY_PIXEL_TOKEN 0x0706
#define GL_LINE_RESET_TOKEN 0x0707
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_COEFF 0x0A00
#define GL_ORDER 0x0A01
#define GL_DOMAIN 0x0A02
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_POINT_SMOOTH 0x0B10
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_PATTERN 0x0B25
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_LIST_MODE 0x0B30
#define GL_MAX_LIST_NESTING 0x0B31
#define GL_LIST_BASE 0x0B32
#define GL_LIST_INDEX 0x0B33
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_EDGE_FLAG 0x0B43
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_LIGHTING 0x0B50
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_SHADE_MODEL 0x0B54
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_COLOR_MATERIAL 0x0B57
#define GL_FOG 0x0B60
#define GL_FOG_INDEX 0x0B61
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_ACCUM_CLEAR_VALUE 0x0B80
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_MATRIX_MODE 0x0BA0
#define GL_NORMALIZE 0x0BA1
#define GL_VIEWPORT 0x0BA2
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_ALPHA_TEST 0x0BC0
#define GL_ALPHA_TEST_FUNC 0x0BC1
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_INDEX_LOGIC_OP 0x0BF1
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_AUX_BUFFERS 0x0C00
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_INDEX_MODE 0x0C30
#define GL_RGBA_MODE 0x0C31
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_RENDER_MODE 0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#define GL_PIXEL_MAP_I_TO_I 0x0C70
#define GL_PIXEL_MAP_S_TO_S 0x0C71
#define GL_PIXEL_MAP_I_TO_R 0x0C72
#define GL_PIXEL_MAP_I_TO_G 0x0C73
#define GL_PIXEL_MAP_I_TO_B 0x0C74
#define GL_PIXEL_MAP_I_TO_A 0x0C75
#define GL_PIXEL_MAP_R_TO_R 0x0C76
#define GL_PIXEL_MAP_G_TO_G 0x0C77
#define GL_PIXEL_MAP_B_TO_B 0x0C78
#define GL_PIXEL_MAP_A_TO_A 0x0C79
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAP_COLOR 0x0D10
#define GL_MAP_STENCIL 0x0D11
#define GL_INDEX_SHIFT 0x0D12
#define GL_INDEX_OFFSET 0x0D13
#define GL_RED_SCALE 0x0D14
#define GL_RED_BIAS 0x0D15
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_GREEN_SCALE 0x0D18
#define GL_GREEN_BIAS 0x0D19
#define GL_BLUE_SCALE 0x0D1A
#define GL_BLUE_BIAS 0x0D1B
#define GL_ALPHA_SCALE 0x0D1C
#define GL_ALPHA_BIAS 0x0D1D
#define GL_DEPTH_SCALE 0x0D1E
#define GL_DEPTH_BIAS 0x0D1F
#define GL_MAX_EVAL_ORDER 0x0D30
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_NAME_STACK_DEPTH 0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_INDEX_BITS 0x0D51
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_ACCUM_RED_BITS 0x0D58
#define GL_ACCUM_GREEN_BITS 0x0D59
#define GL_ACCUM_BLUE_BITS 0x0D5A
#define GL_ACCUM_ALPHA_BITS 0x0D5B
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_AUTO_NORMAL 0x0D80
#define GL_MAP1_COLOR_4 0x0D90
#define GL_MAP1_INDEX 0x0D91
#define GL_MAP1_NORMAL 0x0D92
#define GL_MAP1_TEXTURE_COORD_1 0x0D93
#define GL_MAP1_TEXTURE_COORD_2 0x0D94
#define GL_MAP1_TEXTURE_COORD_3 0x0D95
#define GL_MAP1_TEXTURE_COORD_4 0x0D96
#define GL_MAP1_VERTEX_3 0x0D97
#define GL_MAP1_VERTEX_4 0x0D98
#define GL_MAP2_COLOR_4 0x0DB0
#define GL_MAP2_INDEX 0x0DB1
#define GL_MAP2_NORMAL 0x0DB2
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
#define GL_MAP2_VERTEX_3 0x0DB7
#define GL_MAP2_VERTEX_4 0x0DB8
#define GL_MAP1_GRID_DOMAIN 0x0DD0
#define GL_MAP1_GRID_SEGMENTS 0x0DD1
#define GL_MAP2_GRID_DOMAIN 0x0DD2
#define GL_MAP2_GRID_SEGMENTS 0x0DD3
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
#define GL_SELECTION_BUFFER_POINTER 0x0DF3
#define GL_SELECTION_BUFFER_SIZE 0x0DF4
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_BORDER 0x1005
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_COMPILE 0x1300
#define GL_COMPILE_AND_EXECUTE 0x1301
#define GL_CLEAR 0x1500
#define GL_AND 0x1501
#define GL_AND_REVERSE 0x1502
#define GL_COPY 0x1503
#define GL_AND_INVERTED 0x1504
#define GL_NOOP 0x1505
#define GL_XOR 0x1506
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_EQUIV 0x1509
#define GL_INVERT 0x150A
#define GL_OR_REVERSE 0x150B
#define GL_COPY_INVERTED 0x150C
#define GL_OR_INVERTED 0x150D
#define GL_NAND 0x150E
#define GL_SET 0x150F
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_COLOR_INDEX 0x1900
#define GL_STENCIL_INDEX 0x1901
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_BITMAP 0x1A00
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_RENDER 0x1C00
#define GL_FEEDBACK 0x1C01
#define GL_SELECT 0x1C02
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_S 0x2000
#define GL_T 0x2001
#define GL_R 0x2002
#define GL_Q 0x2003
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_TEXTURE_ENV 0x2300
#define GL_EYE_LINEAR 0x2400
#define GL_OBJECT_LINEAR 0x2401
#define GL_SPHERE_MAP 0x2402
#define GL_TEXTURE_GEN_MODE 0x2500
#define GL_OBJECT_PLANE 0x2501
#define GL_EYE_PLANE 0x2502
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_ALPHA4 0x803B
#define GL_ALPHA8 0x803C
#define GL_ALPHA12 0x803D
#define GL_ALPHA16 0x803E
#define GL_LUMINANCE4 0x803F
#define GL_LUMINANCE8 0x8040
#define GL_LUMINANCE12 0x8041
#define GL_LUMINANCE16 0x8042
#define GL_LUMINANCE4_ALPHA4 0x8043
#define GL_LUMINANCE6_ALPHA2 0x8044
#define GL_LUMINANCE8_ALPHA8 0x8045
#define GL_LUMINANCE12_ALPHA4 0x8046
#define GL_LUMINANCE12_ALPHA12 0x8047
#define GL_LUMINANCE16_ALPHA16 0x8048
#define GL_INTENSITY 0x8049
#define GL_INTENSITY4 0x804A
#define GL_INTENSITY8 0x804B
#define GL_INTENSITY12 0x804C
#define GL_INTENSITY16 0x804D
#define GL_R3_G3_B2 0x2A10
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
#define GL_TEXTURE_INTENSITY_SIZE 0x8061
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RESIDENT 0x8067
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_TYPE 0x807B
#define GL_VERTEX_ARRAY_STRIDE 0x807C
#define GL_NORMAL_ARRAY_TYPE 0x807E
#define GL_NORMAL_ARRAY_STRIDE 0x807F
#define GL_COLOR_ARRAY_SIZE 0x8081
#define GL_COLOR_ARRAY_TYPE 0x8082
#define GL_COLOR_ARRAY_STRIDE 0x8083
#define GL_INDEX_ARRAY_TYPE 0x8085
#define GL_INDEX_ARRAY_STRIDE 0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_INDEX_ARRAY_POINTER 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
#define GL_V2F 0x2A20
#define GL_V3F 0x2A21
#define GL_C4UB_V2F 0x2A22
#define GL_C4UB_V3F 0x2A23
#define GL_C3F_V3F 0x2A24
#define GL_N3F_V3F 0x2A25
#define GL_C4F_N3F_V3F 0x2A26
#define GL_T2F_V3F 0x2A27
#define GL_T4F_V4F 0x2A28
#define GL_T2F_C4UB_V3F 0x2A29
#define GL_T2F_C3F_V3F 0x2A2A
#define GL_T2F_N3F_V3F 0x2A2B
#define GL_T2F_C4F_N3F_V3F 0x2A2C
#define GL_T4F_C4F_N3F_V4F 0x2A2D
#define GL_EXT_vertex_array 1
#define GL_EXT_bgra 1
#define GL_EXT_paletted_texture 1
#define GL_WIN_swap_hint 1
#define GL_WIN_draw_range_elements 1
#define GL_VERTEX_ARRAY_EXT 0x8074
#define GL_NORMAL_ARRAY_EXT 0x8075
#define GL_COLOR_ARRAY_EXT 0x8076
#define GL_INDEX_ARRAY_EXT 0x8077
#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078
#define GL_EDGE_FLAG_ARRAY_EXT 0x8079
#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A
#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B
#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C
#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E
#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F
#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
#define GL_COLOR_ARRAY_SIZE_EXT 0x8081
#define GL_COLOR_ARRAY_TYPE_EXT 0x8082
#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083
#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
#define GL_INDEX_ARRAY_TYPE_EXT 0x8085
#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086
#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E
#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F
#define GL_COLOR_ARRAY_POINTER_EXT 0x8090
#define GL_INDEX_ARRAY_POINTER_EXT 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093
#define GL_DOUBLE_EXT GL_DOUBLE
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8
#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
#define GL_MAX_ELEMENTS_VERTICES_WIN 0x80E8
#define GL_MAX_ELEMENTS_INDICES_WIN 0x80E9
#define GL_PHONG_WIN 0x80EA
#define GL_PHONG_HINT_WIN 0x80EB
#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC
#define GL_LOGIC_OP GL_INDEX_LOGIC_OP
#define GL_TEXTURE_COMPONENTS GL_TEXTURE_INTERNAL_FORMAT
WINGDIAPI void APIENTRY glAccum(GLenum op,GLfloat value);
WINGDIAPI void APIENTRY glAlphaFunc(GLenum func,GLclampf ref);
WINGDIAPI GLboolean APIENTRY glAreTexturesResident(GLsizei n,const GLuint *textures,GLboolean *residences);
WINGDIAPI void APIENTRY glArrayElement(GLint i);
WINGDIAPI void APIENTRY glBegin(GLenum mode);
WINGDIAPI void APIENTRY glBindTexture(GLenum target,GLuint texture);
WINGDIAPI void APIENTRY glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte *bitmap);
WINGDIAPI void APIENTRY glBlendFunc(GLenum sfactor,GLenum dfactor);
WINGDIAPI void APIENTRY glCallList(GLuint list);
WINGDIAPI void APIENTRY glCallLists(GLsizei n,GLenum type,const GLvoid *lists);
WINGDIAPI void APIENTRY glClear(GLbitfield mask);
WINGDIAPI void APIENTRY glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
WINGDIAPI void APIENTRY glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha);
WINGDIAPI void APIENTRY glClearDepth(GLclampd depth);
WINGDIAPI void APIENTRY glClearIndex(GLfloat c);
WINGDIAPI void APIENTRY glClearStencil(GLint s);
WINGDIAPI void APIENTRY glClipPlane(GLenum plane,const GLdouble *equation);
WINGDIAPI void APIENTRY glColor3b(GLbyte red,GLbyte green,GLbyte blue);
WINGDIAPI void APIENTRY glColor3bv(const GLbyte *v);
WINGDIAPI void APIENTRY glColor3d(GLdouble red,GLdouble green,GLdouble blue);
WINGDIAPI void APIENTRY glColor3dv(const GLdouble *v);
WINGDIAPI void APIENTRY glColor3f(GLfloat red,GLfloat green,GLfloat blue);
WINGDIAPI void APIENTRY glColor3fv(const GLfloat *v);
WINGDIAPI void APIENTRY glColor3i(GLint red,GLint green,GLint blue);
WINGDIAPI void APIENTRY glColor3iv(const GLint *v);
WINGDIAPI void APIENTRY glColor3s(GLshort red,GLshort green,GLshort blue);
WINGDIAPI void APIENTRY glColor3sv(const GLshort *v);
WINGDIAPI void APIENTRY glColor3ub(GLubyte red,GLubyte green,GLubyte blue);
WINGDIAPI void APIENTRY glColor3ubv(const GLubyte *v);
WINGDIAPI void APIENTRY glColor3ui(GLuint red,GLuint green,GLuint blue);
WINGDIAPI void APIENTRY glColor3uiv(const GLuint *v);
WINGDIAPI void APIENTRY glColor3us(GLushort red,GLushort green,GLushort blue);
WINGDIAPI void APIENTRY glColor3usv(const GLushort *v);
WINGDIAPI void APIENTRY glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha);
WINGDIAPI void APIENTRY glColor4bv(const GLbyte *v);
WINGDIAPI void APIENTRY glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha);
WINGDIAPI void APIENTRY glColor4dv(const GLdouble *v);
WINGDIAPI void APIENTRY glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
WINGDIAPI void APIENTRY glColor4fv(const GLfloat *v);
WINGDIAPI void APIENTRY glColor4i(GLint red,GLint green,GLint blue,GLint alpha);
WINGDIAPI void APIENTRY glColor4iv(const GLint *v);
WINGDIAPI void APIENTRY glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha);
WINGDIAPI void APIENTRY glColor4sv(const GLshort *v);
WINGDIAPI void APIENTRY glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha);
WINGDIAPI void APIENTRY glColor4ubv(const GLubyte *v);
WINGDIAPI void APIENTRY glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha);
WINGDIAPI void APIENTRY glColor4uiv(const GLuint *v);
WINGDIAPI void APIENTRY glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha);
WINGDIAPI void APIENTRY glColor4usv(const GLushort *v);
WINGDIAPI void APIENTRY glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha);
WINGDIAPI void APIENTRY glColorMaterial(GLenum face,GLenum mode);
WINGDIAPI void APIENTRY glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type);
WINGDIAPI void APIENTRY glCopyTexImage1D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLint border);
WINGDIAPI void APIENTRY glCopyTexImage2D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border);
WINGDIAPI void APIENTRY glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width);
WINGDIAPI void APIENTRY glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height);
WINGDIAPI void APIENTRY glCullFace(GLenum mode);
WINGDIAPI void APIENTRY glDeleteLists(GLuint list,GLsizei range);
WINGDIAPI void APIENTRY glDeleteTextures(GLsizei n,const GLuint *textures);
WINGDIAPI void APIENTRY glDepthFunc(GLenum func);
WINGDIAPI void APIENTRY glDepthMask(GLboolean flag);
WINGDIAPI void APIENTRY glDepthRange (GLclampd zNear,GLclampd zFar);
WINGDIAPI void APIENTRY glDisable(GLenum cap);
WINGDIAPI void APIENTRY glDisableClientState(GLenum array);
WINGDIAPI void APIENTRY glDrawArrays(GLenum mode,GLint first,GLsizei count);
WINGDIAPI void APIENTRY glDrawBuffer(GLenum mode);
WINGDIAPI void APIENTRY glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid *indices);
WINGDIAPI void APIENTRY glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels);
WINGDIAPI void APIENTRY glEdgeFlag(GLboolean flag);
WINGDIAPI void APIENTRY glEdgeFlagPointer(GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glEdgeFlagv(const GLboolean *flag);
WINGDIAPI void APIENTRY glEnable(GLenum cap);
WINGDIAPI void APIENTRY glEnableClientState(GLenum array);
WINGDIAPI void APIENTRY glEnd(void);
WINGDIAPI void APIENTRY glEndList(void);
WINGDIAPI void APIENTRY glEvalCoord1d(GLdouble u);
WINGDIAPI void APIENTRY glEvalCoord1dv(const GLdouble *u);
WINGDIAPI void APIENTRY glEvalCoord1f(GLfloat u);
WINGDIAPI void APIENTRY glEvalCoord1fv(const GLfloat *u);
WINGDIAPI void APIENTRY glEvalCoord2d(GLdouble u,GLdouble v);
WINGDIAPI void APIENTRY glEvalCoord2dv(const GLdouble *u);
WINGDIAPI void APIENTRY glEvalCoord2f(GLfloat u,GLfloat v);
WINGDIAPI void APIENTRY glEvalCoord2fv(const GLfloat *u);
WINGDIAPI void APIENTRY glEvalMesh1(GLenum mode,GLint i1,GLint i2);
WINGDIAPI void APIENTRY glEvalMesh2(GLenum mode,GLint i1,GLint i2,GLint j1,GLint j2);
WINGDIAPI void APIENTRY glEvalPoint1(GLint i);
WINGDIAPI void APIENTRY glEvalPoint2(GLint i,GLint j);
WINGDIAPI void APIENTRY glFeedbackBuffer(GLsizei size,GLenum type,GLfloat *buffer);
WINGDIAPI void APIENTRY glFinish(void);
WINGDIAPI void APIENTRY glFlush(void);
WINGDIAPI void APIENTRY glFogf(GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glFogfv(GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glFogi(GLenum pname,GLint param);
WINGDIAPI void APIENTRY glFogiv(GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glFrontFace(GLenum mode);
WINGDIAPI void APIENTRY glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
WINGDIAPI GLuint APIENTRY glGenLists(GLsizei range);
WINGDIAPI void APIENTRY glGenTextures(GLsizei n,GLuint *textures);
WINGDIAPI void APIENTRY glGetBooleanv(GLenum pname,GLboolean *params);
WINGDIAPI void APIENTRY glGetClipPlane(GLenum plane,GLdouble *equation);
WINGDIAPI void APIENTRY glGetDoublev(GLenum pname,GLdouble *params);
WINGDIAPI GLenum APIENTRY glGetError(void);
WINGDIAPI void APIENTRY glGetFloatv(GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetIntegerv(GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetLightfv(GLenum light,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetLightiv(GLenum light,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetMapdv(GLenum target,GLenum query,GLdouble *v);
WINGDIAPI void APIENTRY glGetMapfv(GLenum target,GLenum query,GLfloat *v);
WINGDIAPI void APIENTRY glGetMapiv(GLenum target,GLenum query,GLint *v);
WINGDIAPI void APIENTRY glGetMaterialfv(GLenum face,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetMaterialiv(GLenum face,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetPixelMapfv(GLenum map,GLfloat *values);
WINGDIAPI void APIENTRY glGetPixelMapuiv(GLenum map,GLuint *values);
WINGDIAPI void APIENTRY glGetPixelMapusv(GLenum map,GLushort *values);
WINGDIAPI void APIENTRY glGetPointerv(GLenum pname,GLvoid **params);
WINGDIAPI void APIENTRY glGetPolygonStipple(GLubyte *mask);
WINGDIAPI const GLubyte *APIENTRY glGetString(GLenum name);
WINGDIAPI void APIENTRY glGetTexEnvfv(GLenum target,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetTexEnviv(GLenum target,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetTexGendv(GLenum coord,GLenum pname,GLdouble *params);
WINGDIAPI void APIENTRY glGetTexGenfv(GLenum coord,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetTexGeniv(GLenum coord,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid *pixels);
WINGDIAPI void APIENTRY glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glGetTexParameterfv(GLenum target,GLenum pname,GLfloat *params);
WINGDIAPI void APIENTRY glGetTexParameteriv(GLenum target,GLenum pname,GLint *params);
WINGDIAPI void APIENTRY glHint(GLenum target,GLenum mode);
WINGDIAPI void APIENTRY glIndexMask(GLuint mask);
WINGDIAPI void APIENTRY glIndexPointer(GLenum type,GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glIndexd(GLdouble c);
WINGDIAPI void APIENTRY glIndexdv(const GLdouble *c);
WINGDIAPI void APIENTRY glIndexf(GLfloat c);
WINGDIAPI void APIENTRY glIndexfv(const GLfloat *c);
WINGDIAPI void APIENTRY glIndexi(GLint c);
WINGDIAPI void APIENTRY glIndexiv(const GLint *c);
WINGDIAPI void APIENTRY glIndexs(GLshort c);
WINGDIAPI void APIENTRY glIndexsv(const GLshort *c);
WINGDIAPI void APIENTRY glIndexub(GLubyte c);
WINGDIAPI void APIENTRY glIndexubv(const GLubyte *c);
WINGDIAPI void APIENTRY glInitNames(void);
WINGDIAPI void APIENTRY glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid *pointer);
WINGDIAPI GLboolean APIENTRY glIsEnabled(GLenum cap);
WINGDIAPI GLboolean APIENTRY glIsList(GLuint list);
WINGDIAPI GLboolean APIENTRY glIsTexture(GLuint texture);
WINGDIAPI void APIENTRY glLightModelf(GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glLightModelfv(GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glLightModeli(GLenum pname,GLint param);
WINGDIAPI void APIENTRY glLightModeliv(GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glLightf(GLenum light,GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glLightfv(GLenum light,GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glLighti(GLenum light,GLenum pname,GLint param);
WINGDIAPI void APIENTRY glLightiv(GLenum light,GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glLineStipple(GLint factor,GLushort pattern);
WINGDIAPI void APIENTRY glLineWidth(GLfloat width);
WINGDIAPI void APIENTRY glListBase(GLuint base);
WINGDIAPI void APIENTRY glLoadIdentity(void);
WINGDIAPI void APIENTRY glLoadMatrixd(const GLdouble *m);
WINGDIAPI void APIENTRY glLoadMatrixf(const GLfloat *m);
WINGDIAPI void APIENTRY glLoadName(GLuint name);
WINGDIAPI void APIENTRY glLogicOp(GLenum opcode);
WINGDIAPI void APIENTRY glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble *points);
WINGDIAPI void APIENTRY glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat *points);
WINGDIAPI void APIENTRY glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble *points);
WINGDIAPI void APIENTRY glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat *points);
WINGDIAPI void APIENTRY glMapGrid1d(GLint un,GLdouble u1,GLdouble u2);
WINGDIAPI void APIENTRY glMapGrid1f(GLint un,GLfloat u1,GLfloat u2);
WINGDIAPI void APIENTRY glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2);
WINGDIAPI void APIENTRY glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2);
WINGDIAPI void APIENTRY glMaterialf(GLenum face,GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glMaterialfv(GLenum face,GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glMateriali(GLenum face,GLenum pname,GLint param);
WINGDIAPI void APIENTRY glMaterialiv(GLenum face,GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glMatrixMode(GLenum mode);
WINGDIAPI void APIENTRY glMultMatrixd(const GLdouble *m);
WINGDIAPI void APIENTRY glMultMatrixf(const GLfloat *m);
WINGDIAPI void APIENTRY glNewList(GLuint list,GLenum mode);
WINGDIAPI void APIENTRY glNormal3b (GLbyte nx,GLbyte ny,GLbyte nz);
WINGDIAPI void APIENTRY glNormal3bv(const GLbyte *v);
WINGDIAPI void APIENTRY glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz);
WINGDIAPI void APIENTRY glNormal3dv(const GLdouble *v);
WINGDIAPI void APIENTRY glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz);
WINGDIAPI void APIENTRY glNormal3fv(const GLfloat *v);
WINGDIAPI void APIENTRY glNormal3i(GLint nx,GLint ny,GLint nz);
WINGDIAPI void APIENTRY glNormal3iv(const GLint *v);
WINGDIAPI void APIENTRY glNormal3s(GLshort nx,GLshort ny,GLshort nz);
WINGDIAPI void APIENTRY glNormal3sv(const GLshort *v);
WINGDIAPI void APIENTRY glNormalPointer(GLenum type,GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
WINGDIAPI void APIENTRY glPassThrough(GLfloat token);
WINGDIAPI void APIENTRY glPixelMapfv(GLenum map,GLsizei mapsize,const GLfloat *values);
WINGDIAPI void APIENTRY glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint *values);
WINGDIAPI void APIENTRY glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort *values);
WINGDIAPI void APIENTRY glPixelStoref(GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glPixelStorei(GLenum pname,GLint param);
WINGDIAPI void APIENTRY glPixelTransferf(GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glPixelTransferi(GLenum pname,GLint param);
WINGDIAPI void APIENTRY glPixelZoom(GLfloat xfactor,GLfloat yfactor);
WINGDIAPI void APIENTRY glPointSize(GLfloat size);
WINGDIAPI void APIENTRY glPolygonMode(GLenum face,GLenum mode);
WINGDIAPI void APIENTRY glPolygonOffset(GLfloat factor,GLfloat units);
WINGDIAPI void APIENTRY glPolygonStipple(const GLubyte *mask);
WINGDIAPI void APIENTRY glPopAttrib(void);
WINGDIAPI void APIENTRY glPopClientAttrib(void);
WINGDIAPI void APIENTRY glPopMatrix(void);
WINGDIAPI void APIENTRY glPopName(void);
WINGDIAPI void APIENTRY glPrioritizeTextures(GLsizei n,const GLuint *textures,const GLclampf *priorities);
WINGDIAPI void APIENTRY glPushAttrib(GLbitfield mask);
WINGDIAPI void APIENTRY glPushClientAttrib(GLbitfield mask);
WINGDIAPI void APIENTRY glPushMatrix(void);
WINGDIAPI void APIENTRY glPushName(GLuint name);
WINGDIAPI void APIENTRY glRasterPos2d(GLdouble x,GLdouble y);
WINGDIAPI void APIENTRY glRasterPos2dv(const GLdouble *v);
WINGDIAPI void APIENTRY glRasterPos2f(GLfloat x,GLfloat y);
WINGDIAPI void APIENTRY glRasterPos2fv(const GLfloat *v);
WINGDIAPI void APIENTRY glRasterPos2i(GLint x,GLint y);
WINGDIAPI void APIENTRY glRasterPos2iv(const GLint *v);
WINGDIAPI void APIENTRY glRasterPos2s(GLshort x,GLshort y);
WINGDIAPI void APIENTRY glRasterPos2sv(const GLshort *v);
WINGDIAPI void APIENTRY glRasterPos3d(GLdouble x,GLdouble y,GLdouble z);
WINGDIAPI void APIENTRY glRasterPos3dv(const GLdouble *v);
WINGDIAPI void APIENTRY glRasterPos3f(GLfloat x,GLfloat y,GLfloat z);
WINGDIAPI void APIENTRY glRasterPos3fv(const GLfloat *v);
WINGDIAPI void APIENTRY glRasterPos3i(GLint x,GLint y,GLint z);
WINGDIAPI void APIENTRY glRasterPos3iv(const GLint *v);
WINGDIAPI void APIENTRY glRasterPos3s(GLshort x,GLshort y,GLshort z);
WINGDIAPI void APIENTRY glRasterPos3sv(const GLshort *v);
WINGDIAPI void APIENTRY glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
WINGDIAPI void APIENTRY glRasterPos4dv(const GLdouble *v);
WINGDIAPI void APIENTRY glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
WINGDIAPI void APIENTRY glRasterPos4fv(const GLfloat *v);
WINGDIAPI void APIENTRY glRasterPos4i(GLint x,GLint y,GLint z,GLint w);
WINGDIAPI void APIENTRY glRasterPos4iv(const GLint *v);
WINGDIAPI void APIENTRY glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w);
WINGDIAPI void APIENTRY glRasterPos4sv(const GLshort *v);
WINGDIAPI void APIENTRY glReadBuffer(GLenum mode);
WINGDIAPI void APIENTRY glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid *pixels);
WINGDIAPI void APIENTRY glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2);
WINGDIAPI void APIENTRY glRectdv(const GLdouble *v1,const GLdouble *v2);
WINGDIAPI void APIENTRY glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2);
WINGDIAPI void APIENTRY glRectfv(const GLfloat *v1,const GLfloat *v2);
WINGDIAPI void APIENTRY glRecti(GLint x1,GLint y1,GLint x2,GLint y2);
WINGDIAPI void APIENTRY glRectiv(const GLint *v1,const GLint *v2);
WINGDIAPI void APIENTRY glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2);
WINGDIAPI void APIENTRY glRectsv(const GLshort *v1,const GLshort *v2);
WINGDIAPI GLint APIENTRY glRenderMode(GLenum mode);
WINGDIAPI void APIENTRY glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z);
WINGDIAPI void APIENTRY glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z);
WINGDIAPI void APIENTRY glScaled(GLdouble x,GLdouble y,GLdouble z);
WINGDIAPI void APIENTRY glScalef(GLfloat x,GLfloat y,GLfloat z);
WINGDIAPI void APIENTRY glScissor(GLint x,GLint y,GLsizei width,GLsizei height);
WINGDIAPI void APIENTRY glSelectBuffer(GLsizei size,GLuint *buffer);
WINGDIAPI void APIENTRY glShadeModel(GLenum mode);
WINGDIAPI void APIENTRY glStencilFunc(GLenum func,GLint ref,GLuint mask);
WINGDIAPI void APIENTRY glStencilMask(GLuint mask);
WINGDIAPI void APIENTRY glStencilOp(GLenum fail,GLenum zfail,GLenum zpass);
WINGDIAPI void APIENTRY glTexCoord1d(GLdouble s);
WINGDIAPI void APIENTRY glTexCoord1dv(const GLdouble *v);
WINGDIAPI void APIENTRY glTexCoord1f(GLfloat s);
WINGDIAPI void APIENTRY glTexCoord1fv(const GLfloat *v);
WINGDIAPI void APIENTRY glTexCoord1i(GLint s);
WINGDIAPI void APIENTRY glTexCoord1iv(const GLint *v);
WINGDIAPI void APIENTRY glTexCoord1s(GLshort s);
WINGDIAPI void APIENTRY glTexCoord1sv(const GLshort *v);
WINGDIAPI void APIENTRY glTexCoord2d(GLdouble s,GLdouble t);
WINGDIAPI void APIENTRY glTexCoord2dv(const GLdouble *v);
WINGDIAPI void APIENTRY glTexCoord2f(GLfloat s,GLfloat t);
WINGDIAPI void APIENTRY glTexCoord2fv(const GLfloat *v);
WINGDIAPI void APIENTRY glTexCoord2i(GLint s,GLint t);
WINGDIAPI void APIENTRY glTexCoord2iv(const GLint *v);
WINGDIAPI void APIENTRY glTexCoord2s(GLshort s,GLshort t);
WINGDIAPI void APIENTRY glTexCoord2sv(const GLshort *v);
WINGDIAPI void APIENTRY glTexCoord3d(GLdouble s,GLdouble t,GLdouble r);
WINGDIAPI void APIENTRY glTexCoord3dv(const GLdouble *v);
WINGDIAPI void APIENTRY glTexCoord3f(GLfloat s,GLfloat t,GLfloat r);
WINGDIAPI void APIENTRY glTexCoord3fv(const GLfloat *v);
WINGDIAPI void APIENTRY glTexCoord3i(GLint s,GLint t,GLint r);
WINGDIAPI void APIENTRY glTexCoord3iv(const GLint *v);
WINGDIAPI void APIENTRY glTexCoord3s(GLshort s,GLshort t,GLshort r);
WINGDIAPI void APIENTRY glTexCoord3sv(const GLshort *v);
WINGDIAPI void APIENTRY glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q);
WINGDIAPI void APIENTRY glTexCoord4dv(const GLdouble *v);
WINGDIAPI void APIENTRY glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q);
WINGDIAPI void APIENTRY glTexCoord4fv(const GLfloat *v);
WINGDIAPI void APIENTRY glTexCoord4i(GLint s,GLint t,GLint r,GLint q);
WINGDIAPI void APIENTRY glTexCoord4iv(const GLint *v);
WINGDIAPI void APIENTRY glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q);
WINGDIAPI void APIENTRY glTexCoord4sv(const GLshort *v);
WINGDIAPI void APIENTRY glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glTexEnvf(GLenum target,GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glTexEnvfv(GLenum target,GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glTexEnvi(GLenum target,GLenum pname,GLint param);
WINGDIAPI void APIENTRY glTexEnviv(GLenum target,GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glTexGend(GLenum coord,GLenum pname,GLdouble param);
WINGDIAPI void APIENTRY glTexGendv(GLenum coord,GLenum pname,const GLdouble *params);
WINGDIAPI void APIENTRY glTexGenf(GLenum coord,GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glTexGenfv(GLenum coord,GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glTexGeni(GLenum coord,GLenum pname,GLint param);
WINGDIAPI void APIENTRY glTexGeniv(GLenum coord,GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glTexImage1D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid *pixels);
WINGDIAPI void APIENTRY glTexImage2D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,const GLvoid *pixels);
WINGDIAPI void APIENTRY glTexParameterf(GLenum target,GLenum pname,GLfloat param);
WINGDIAPI void APIENTRY glTexParameterfv(GLenum target,GLenum pname,const GLfloat *params);
WINGDIAPI void APIENTRY glTexParameteri(GLenum target,GLenum pname,GLint param);
WINGDIAPI void APIENTRY glTexParameteriv(GLenum target,GLenum pname,const GLint *params);
WINGDIAPI void APIENTRY glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid *pixels);
WINGDIAPI void APIENTRY glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels);
WINGDIAPI void APIENTRY glTranslated(GLdouble x,GLdouble y,GLdouble z);
WINGDIAPI void APIENTRY glTranslatef(GLfloat x,GLfloat y,GLfloat z);
WINGDIAPI void APIENTRY glVertex2d(GLdouble x,GLdouble y);
WINGDIAPI void APIENTRY glVertex2dv(const GLdouble *v);
WINGDIAPI void APIENTRY glVertex2f(GLfloat x,GLfloat y);
WINGDIAPI void APIENTRY glVertex2fv(const GLfloat *v);
WINGDIAPI void APIENTRY glVertex2i(GLint x,GLint y);
WINGDIAPI void APIENTRY glVertex2iv(const GLint *v);
WINGDIAPI void APIENTRY glVertex2s(GLshort x,GLshort y);
WINGDIAPI void APIENTRY glVertex2sv(const GLshort *v);
WINGDIAPI void APIENTRY glVertex3d(GLdouble x,GLdouble y,GLdouble z);
WINGDIAPI void APIENTRY glVertex3dv(const GLdouble *v);
WINGDIAPI void APIENTRY glVertex3f(GLfloat x,GLfloat y,GLfloat z);
WINGDIAPI void APIENTRY glVertex3fv(const GLfloat *v);
WINGDIAPI void APIENTRY glVertex3i(GLint x,GLint y,GLint z);
WINGDIAPI void APIENTRY glVertex3iv(const GLint *v);
WINGDIAPI void APIENTRY glVertex3s(GLshort x,GLshort y,GLshort z);
WINGDIAPI void APIENTRY glVertex3sv(const GLshort *v);
WINGDIAPI void APIENTRY glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
WINGDIAPI void APIENTRY glVertex4dv(const GLdouble *v);
WINGDIAPI void APIENTRY glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
WINGDIAPI void APIENTRY glVertex4fv(const GLfloat *v);
WINGDIAPI void APIENTRY glVertex4i(GLint x,GLint y,GLint z,GLint w);
WINGDIAPI void APIENTRY glVertex4iv(const GLint *v);
WINGDIAPI void APIENTRY glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w);
WINGDIAPI void APIENTRY glVertex4sv(const GLshort *v);
WINGDIAPI void APIENTRY glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
WINGDIAPI void APIENTRY glViewport(GLint x,GLint y,GLsizei width,GLsizei height);
typedef void (APIENTRY *PFNGLARRAYELEMENTEXTPROC)(GLint i);
typedef void (APIENTRY *PFNGLDRAWARRAYSEXTPROC)(GLenum mode,GLint first,GLsizei count);
typedef void (APIENTRY *PFNGLVERTEXPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer);
typedef void (APIENTRY *PFNGLNORMALPOINTEREXTPROC)(GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer);
typedef void (APIENTRY *PFNGLCOLORPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer);
typedef void (APIENTRY *PFNGLINDEXPOINTEREXTPROC)(GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer);
typedef void (APIENTRY *PFNGLTEXCOORDPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer);
typedef void (APIENTRY *PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride,GLsizei count,const GLboolean *pointer);
typedef void (APIENTRY *PFNGLGETPOINTERVEXTPROC)(GLenum pname,GLvoid **params);
typedef void (APIENTRY *PFNGLARRAYELEMENTARRAYEXTPROC)(GLenum mode,GLsizei count,const GLvoid *pi);
typedef void (APIENTRY *PFNGLDRAWRANGEELEMENTSWINPROC)(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid *indices);
typedef void (APIENTRY *PFNGLADDSWAPHINTRECTWINPROC)(GLint x,GLint y,GLsizei width,GLsizei height);
typedef void (APIENTRY *PFNGLCOLORTABLEEXTPROC)(GLenum target,GLenum internalFormat,GLsizei width,GLenum format,GLenum type,const GLvoid *data);
typedef void (APIENTRY *PFNGLCOLORSUBTABLEEXTPROC)(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid *data);
typedef void (APIENTRY *PFNGLGETCOLORTABLEEXTPROC)(GLenum target,GLenum format,GLenum type,GLvoid *data);
typedef void (APIENTRY *PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)(GLenum target,GLenum pname,GLint *params);
typedef void (APIENTRY *PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)(GLenum target,GLenum pname,GLfloat *params);
#ifdef __cplusplus
}
#endif
#endif /* __GL_H__ */
#endif /* __gl_h_ */
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